ppsspp/GPU/Software/Rasterizer.cpp
2013-08-16 23:49:02 +02:00

273 lines
10 KiB
C++

// 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 "../../Core/MemMap.h"
#include "../GPUState.h"
#include "Rasterizer.h"
extern u8* fb;
extern u8* depthbuf;
namespace Rasterizer {
static int orient2d(const DrawingCoords& v0, const DrawingCoords& v1, const DrawingCoords& 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);
}
u32 SampleNearest(int level, float s, float t)
{
int texfmt = gstate.texformat & 0xF;
u32 texaddr = (gstate.texaddr[level] & 0xFFFFF0) | ((gstate.texbufwidth[level] << 8) & 0x0F000000);
u8* srcptr = (u8*)Memory::GetPointer(texaddr); // TODO: not sure if this is the right place to load from...?
int width = 1 << (gstate.texsize[level] & 0xf);
int height = 1 << ((gstate.texsize[level]>>8) & 0xf);
int u = s * width; // TODO: -1?
int v = t * height; // TODO: -1?
// TODO: Assert tmode.hsm == 0 (normal storage mode)
// TODO: Assert tmap.tmn == 0 (uv texture mapping mode)
if (texfmt == GE_TFMT_4444) {
srcptr += 2 * v * width + 2 * u;
u8 r = (*srcptr) >> 4;
u8 g = (*srcptr) & 0xF;
u8 b = (*(srcptr+1)) >> 4;
u8 a = (*(srcptr+1)) & 0xF;
r = (r << 4) | r;
g = (g << 4) | g;
b = (b << 4) | b;
a = (a << 4) | a;
return (r << 24) | (g << 16) | (b << 8) | a;
} else if (texfmt == GE_TFMT_5551) {
srcptr += 2 * v * width + 2 * u;
u8 r = (*srcptr) & 0x1F;
u8 g = (((*srcptr) & 0xE0) >> 5) | (((*(srcptr+1))&0x3) << 3);
u8 b = ((*srcptr+1) & 0x7C) >> 2;
u8 a = (*(srcptr+1)) >> 7;
r = (r << 3) | (r >> 2);
g = (g << 3) | (g >> 2);
b = (b << 3) | (b >> 2);
a = (a) ? 0xff : 0;
return (r << 24) | (g << 16) | (b << 8) | a;
} else if (texfmt == GE_TFMT_5650) {
srcptr += 2 * v * width + 2 * u;
u8 r = (*srcptr) & 0x1F;
u8 g = (((*srcptr) & 0xE0) >> 5) | (((*(srcptr+1))&0x7) << 3);
u8 b = ((*srcptr+1) & 0xF8) >> 3;
u8 a = 0xff;
r = (r << 3) | (r >> 2);
g = (g << 2) | (g >> 4);
b = (b << 3) | (b >> 2);
return (r << 24) | (g << 16) | (b << 8) | a;
} else if (texfmt == GE_TFMT_8888) {
srcptr += 4 * v * width + 4 * u;
u8 r = *srcptr++;
u8 g = *srcptr++;
u8 b = *srcptr++;
u8 a = *srcptr++;
return (r << 24) | (g << 16) | (b << 8) | a;
}
}
static inline u32 GetPixelColor(int x, int y)
{
return *(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()];
}
static inline void SetPixelColor(int x, int y, u32 value)
{
*(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()] = value;
}
static inline u16 GetPixelDepth(int x, int y)
{
return *(u16*)&depthbuf[2*x + 2*y*gstate.DepthBufStride()];
}
static inline void SetPixelDepth(int x, int y, u16 value)
{
*(u16*)&depthbuf[2*x + 2*y*gstate.DepthBufStride()] = value;
}
static inline bool DepthTestPassed(int x, int y, u16 z, const VertexData& v0, const VertexData& v1, const VertexData& v2)
{
u16 reference_z = GetPixelDepth(x, y);
if (gstate.isModeClear())
return true;
switch (gstate.getDepthTestFunc()) {
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);
}
}
void DrawTriangle(VertexData vertexdata[3])
{
DrawingCoords vertices[3] = { vertexdata[0].drawpos, vertexdata[1].drawpos, vertexdata[2].drawpos };
int minX = std::min(std::min(vertices[0].x, vertices[1].x), vertices[2].x);
int minY = std::min(std::min(vertices[0].y, vertices[1].y), vertices[2].y);
int maxX = std::max(std::max(vertices[0].x, vertices[1].x), vertices[2].x);
int maxY = std::max(std::max(vertices[0].y, vertices[1].y), vertices[2].y);
minX = std::max(minX, gstate.getScissorX1());
maxX = std::min(maxX, gstate.getScissorX2());
minY = std::max(minY, gstate.getScissorY1());
maxY = std::min(maxY, gstate.getScissorY2());
DrawingCoords p(minX, minY, 0);
for (p.y = minY; p.y <= maxY; ++p.y) {
for (p.x = minX; p.x <= maxX; ++p.x) {
int w0 = orient2d(vertices[1], vertices[2], p);
int w1 = orient2d(vertices[2], vertices[0], p);
int w2 = orient2d(vertices[0], vertices[1], p);
// If p is on or inside all edges, render pixel
// TODO: Should only render when it's on the left of the right edge
if (w0 >=0 && w1 >= 0 && w2 >= 0) {
float den = 1.0f/vertexdata[0].clippos.w * w0 + 1.0f/vertexdata[1].clippos.w * w1 + 1.0f/vertexdata[2].clippos.w * w2;
// TODO: Depth range test
// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled?
if ((gstate.isDepthTestEnabled() && !gstate.isModeThrough()) || gstate.isModeClear()) {
u16 z = (u16)((vertexdata[0].drawpos.z * w0 / vertexdata[0].clippos.w + vertexdata[1].drawpos.z * w1 / vertexdata[1].clippos.w + vertexdata[2].drawpos.z * w2 / vertexdata[2].clippos.w) / den);
if (!DepthTestPassed(p.x, p.y, z, vertexdata[0], vertexdata[1], vertexdata[2]))
continue;
// TODO: Is it correct to enable depth writing in the clearmode case?
if (gstate.isDepthWriteEnabled() || (gstate.clearmode&0x40))
SetPixelDepth(p.x, p.y, z);
}
float s = (vertexdata[0].texturecoords.s() * w0 / vertexdata[0].clippos.w + vertexdata[1].texturecoords.s() * w1 / vertexdata[1].clippos.w + vertexdata[2].texturecoords.s() * w2 / vertexdata[2].clippos.w) / den;
float t = (vertexdata[0].texturecoords.t() * w0 / vertexdata[0].clippos.w + vertexdata[1].texturecoords.t() * w1 / vertexdata[1].clippos.w + vertexdata[2].texturecoords.t() * w2 / vertexdata[2].clippos.w) / den;
u32 prim_color = 0;
if ((gstate.shademodel&1) == GE_SHADE_GOURAUD)
prim_color = (int)((vertexdata[0].color0.r() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.r() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.r() * w2 / vertexdata[2].clippos.w) / den) +
(int)((vertexdata[0].color0.g() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.g() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.g() * w2 / vertexdata[2].clippos.w) / den)*256 +
(int)((vertexdata[0].color0.b() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.b() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.b() * w2 / vertexdata[2].clippos.w) / den)*256*256 +
(int)((vertexdata[0].color0.a() * w0 / vertexdata[0].clippos.w + vertexdata[1].color0.a() * w1 / vertexdata[1].clippos.w + vertexdata[2].color0.a() * w2 / vertexdata[2].clippos.w) / den)*256*256*256;
else
prim_color = vertexdata[2].color0.r() | (vertexdata[2].color0.g()<<8) | (vertexdata[2].color0.b()<<16) | (vertexdata[2].color0.a()<<24);
// TODO: Also disable if vertex has no texture coordinates?
if (gstate.isTextureMapEnabled() && !gstate.isModeClear()) {
u32 texcolor = /*TextureDecoder::*/SampleNearest(0, s, t);
bool rgba = (gstate.texfunc & 0x10) != 0;
#define CLAMP_U8(val) (((val) > 255) ? 255 : 0)
#define GET_R(col) ((col)&0xFF)
#define GET_G(col) (((col)>>8)&0xFF)
#define GET_B(col) (((col)>>16)&0xFF)
#define GET_A(col) (((col)>>24)&0xFF)
#define SET_R(col, val) (col) = ((col)&0xFFFFFF00)|(val);
#define SET_G(col, val) (col) = ((col)&0xFFFF00FF)|((val)<<8);
#define SET_B(col, val) (col) = ((col)&0xFF00FFFF)|((val)<<16);
#define SET_A(col, val) (col) = ((col)&0x00FFFFFF)|((val)<<24);
// texture function
switch (gstate.getTextureFunction()) {
case GE_TEXFUNC_MODULATE:
SET_R(prim_color, GET_R(prim_color) * GET_R(texcolor) / 255);
SET_G(prim_color, GET_G(prim_color) * GET_G(texcolor) / 255);
SET_B(prim_color, GET_B(prim_color) * GET_B(texcolor) / 255);
SET_A(prim_color, (rgba) ? (GET_A(prim_color) * GET_A(texcolor) / 255) : GET_A(prim_color));
break;
case GE_TEXFUNC_DECAL:
{
int t = (rgba) ? GET_A(texcolor) : 1;
int invt = (rgba) ? 255 - t : 0;
SET_R(prim_color, (invt * GET_R(prim_color) + t * GET_R(texcolor)) / 255);
SET_G(prim_color, (invt * GET_G(prim_color) + t * GET_G(texcolor)) / 255);
SET_B(prim_color, (invt * GET_B(prim_color) + t * GET_B(texcolor)) / 255);
SET_A(prim_color, GET_A(prim_color));
break;
}
case GE_TEXFUNC_BLEND:
{
SET_R(prim_color, ((255 - GET_R(texcolor)) * GET_R(prim_color) + GET_R(texcolor) * gstate.getTextureEnvColR()) / 255);
SET_G(prim_color, ((255 - GET_G(texcolor)) * GET_G(prim_color) + GET_G(texcolor) * gstate.getTextureEnvColG()) / 255);
SET_B(prim_color, ((255 - GET_B(texcolor)) * GET_B(prim_color) + GET_B(texcolor) * gstate.getTextureEnvColB()) / 255);
SET_A(prim_color, GET_A(prim_color) * ((rgba) ? (GET_A(texcolor)) : 255) / 255);
break;
}
case GE_TEXFUNC_REPLACE:
SET_R(prim_color, GET_R(texcolor));
SET_G(prim_color, GET_G(texcolor));
SET_B(prim_color, GET_B(texcolor));
SET_A(prim_color, (rgba) ? GET_A(texcolor) : GET_A(prim_color));
break;
case GE_TEXFUNC_ADD:
SET_R(prim_color, CLAMP_U8(GET_R(texcolor) + GET_R(prim_color)));
SET_G(prim_color, CLAMP_U8(GET_G(texcolor) + GET_G(prim_color)));
SET_B(prim_color, CLAMP_U8(GET_B(texcolor) + GET_B(prim_color)));
SET_A(prim_color, GET_A(prim_color) * ((rgba) ? GET_A(texcolor) : 255) / 255);
break;
default:
ERROR_LOG(G3D, "Unknown texture function %x", gstate.getTextureFunction());
}
#undef CLAMP_U8
#undef GET_R
#undef GET_G
#undef GET_B
#undef GET_A
#undef SET_R
#undef SET_G
#undef SET_B
#undef SET_A
}
SetPixelColor(p.x, p.y, prim_color);
}
}
}
}
} // namespace