rasterize: add clear image emulation

This commit is contained in:
zeromus 2009-06-20 07:57:52 +00:00
parent c64e50151e
commit 959207cbeb
4 changed files with 91 additions and 50 deletions

View File

@ -11,7 +11,17 @@ struct ALIGN(16) ARM9_struct {
u8 ARM9_REG[0x1000000]; u8 ARM9_REG[0x1000000];
u8 ARM9_BIOS[0x8000]; u8 ARM9_BIOS[0x8000];
u8 ARM9_VMEM[0x800]; u8 ARM9_VMEM[0x800];
u8 ARM9_LCD[0xA4000+0x4000]; //an extra 16KB for blank memory
#include "PACKED.h"
struct {
u8 ARM9_LCD[0xA4000];
//an extra 128KB for blank memory, directly after arm9_lcd, so that
//we can easily map things to the end of arm9_lcd to represent
//an unmapped state
u8 blank_memory[0x20000];
};
#include "PACKED_END.h"
u8 ARM9_OAM[0x800]; u8 ARM9_OAM[0x800];
u8* ExtPal[2][4]; u8* ExtPal[2][4];
@ -22,7 +32,6 @@ struct ALIGN(16) ARM9_struct {
u8* textureSlotAddr[4]; u8* textureSlotAddr[4];
} texInfo; } texInfo;
u8 blank_memory[0x20000];
}; };
extern ARM9_struct ARM9Mem; extern ARM9_struct ARM9Mem;

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@ -2215,23 +2215,15 @@ static void gfx3d_Control_cache()
{ {
u32 v = control; u32 v = control;
if(v&1) gfx3d.enableTexturing = TRUE; if(BIT1(v)) gfx3d.shading = GFX3D::HIGHLIGHT;
else gfx3d.enableTexturing = FALSE;
if((v>>1)&1) gfx3d.shading = GFX3D::HIGHLIGHT;
else gfx3d.shading = GFX3D::TOON; else gfx3d.shading = GFX3D::TOON;
if((v>>2)&1) gfx3d.enableAlphaTest = TRUE; gfx3d.enableTexturing = BIT0(v);
else gfx3d.enableAlphaTest = FALSE; gfx3d.enableAlphaTest = BIT2(v);
gfx3d.enableAlphaBlending = BIT3(v);
if((v>>3)&1) gfx3d.enableAlphaBlending = TRUE; gfx3d.enableAntialiasing = BIT4(v);
else gfx3d.enableAlphaBlending = FALSE; gfx3d.enableEdgeMarking = BIT5(v);
gfx3d.enableClearImage = BIT14(v);
if((v>>4)&1) gfx3d.enableAntialiasing = TRUE;
else gfx3d.enableAntialiasing = FALSE;
if((v>>5)&1) gfx3d.enableEdgeMarking = TRUE;
else gfx3d.enableEdgeMarking = FALSE;
//other junk //other junk
if (v&(1<<14)) if (v&(1<<14))

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@ -175,6 +175,7 @@ struct GFX3D
, enableAlphaBlending(true) , enableAlphaBlending(true)
, enableAntialiasing(false) , enableAntialiasing(false)
, enableEdgeMarking(false) , enableEdgeMarking(false)
, enableClearImage(false)
, shading(TOON) , shading(TOON)
, polylist(0) , polylist(0)
, vertlist(0) , vertlist(0)
@ -187,7 +188,8 @@ struct GFX3D
fogColor[0] = fogColor[1] = fogColor[2] = fogColor[3] = 0; fogColor[0] = fogColor[1] = fogColor[2] = fogColor[3] = 0;
fogOffset = 0; fogOffset = 0;
} }
BOOL enableTexturing, enableAlphaTest, enableAlphaBlending, enableAntialiasing, enableEdgeMarking; BOOL enableTexturing, enableAlphaTest, enableAlphaBlending,
enableAntialiasing, enableEdgeMarking, enableClearImage;
static const u32 TOON = 0; static const u32 TOON = 0;
static const u32 HIGHLIGHT = 1; static const u32 HIGHLIGHT = 1;

View File

@ -364,17 +364,17 @@ struct Shader
dst.b = modulate_table[texColor.b][materialColor.b]; dst.b = modulate_table[texColor.b][materialColor.b];
dst.a = modulate_table[texColor.a][materialColor.a]; dst.a = modulate_table[texColor.a][materialColor.a];
//dst.color.components.a = 31; //dst.color.components.a = 31;
//#ifdef _MSC_VER #ifdef _MSC_VER
//if(GetAsyncKeyState(VK_SHIFT)) { if(GetAsyncKeyState(VK_SHIFT)) {
// //debugging tricks //debugging tricks
// dst = materialColor; dst = materialColor;
// if(GetAsyncKeyState(VK_TAB)) { if(GetAsyncKeyState(VK_TAB)) {
// u8 alpha = dst.a; u8 alpha = dst.a;
// dst.color = polynum*8+8; dst.color = polynum*8+8;
// dst.a = alpha; dst.a = alpha;
// } }
//} }
//#endif #endif
break; break;
case 1: //decal case 1: //decal
u = invu*w; u = invu*w;
@ -469,10 +469,8 @@ static FORCEINLINE void pixel(int adr,float r, float g, float b, float invu, flo
{ {
float test = -1.2f; float test = -1.2f;
u32 test2 = u32floor(test); u32 test2 = u32floor(test);
//depth = fastFloor(z*0x7FFF)>>8; //depth = u32floor(z*0x7FFF); //the traditional value
//depth = (u32)(z*0x7FFF); depth = u32floor(z*0xFFFFFF); //sonic chronicles uses depth clear and this makes it work
depth = u32floor(z*0x7FFF);
//depth = z*0xFFFFFF;
} }
if(polyAttr.decalMode) if(polyAttr.decalMode)
{ {
@ -1173,6 +1171,46 @@ static void SoftRastRender()
clearFragment.stencil = 0; clearFragment.stencil = 0;
for(int i=0;i<256*192;i++) for(int i=0;i<256*192;i++)
screen[i] = clearFragment; screen[i] = clearFragment;
if(gfx3d.enableClearImage)
{
u16* clearImage = (u16*)ARM9Mem.texInfo.textureSlotAddr[2];
u16* clearDepth = (u16*)ARM9Mem.texInfo.textureSlotAddr[3];
//not emulated until we actually have a test case
//(since in the meantime it would just slow us down)
//(and when we find a case, it will be obvious that it isnt scrolling, instead of possibly obscured by a bug)
u16 scroll = T1ReadWord(ARM9Mem.ARM9_REG,0x356); //CLRIMAGE_OFFSET
u16 xscroll = scroll&0xFF;
u16 yscroll = (scroll>>8)&0xFF;
FragmentColor *dstColor = screenColor;
Fragment *dst = screen;
for(int y=0;y<192;y++)
for(int x=0;x<256;x++) {
//this hasnt been tested
//TODO - dont do this if we are mapped to blank memory (such as in sonic chronicles)
//(or use a special zero fill in the bulk clearing above)
u16 col = *clearImage;
dstColor->color = RGB15TO32(255*(col>>15),col);
//this is tested quite well in the sonic chronicles main map mode
//where depth values are used for trees etc you can walk behind
u32 depth = *clearDepth;
//masking off fog for now
depth &= 0x7FFF;
//TODO - might consider a lookup table for this
dst->depth = (depth*0x200)+((depth+1)>>15)*0x01FF;
clearDepth++;
clearImage++;
dstColor++;
dst++;
}
}
else
for(int i=0;i<256*192;i++) for(int i=0;i<256*192;i++)
screenColor[i] = clearFragmentColor; screenColor[i] = clearFragmentColor;