296 lines
9.3 KiB
C++
296 lines
9.3 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another GameCube Documentation
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// ----------------------------------------------
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void FlushPipeline()
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{
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g_vertex_manager->Flush();
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}
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void SetGenerationMode()
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{
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RasterizationState state = {};
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state.Generate(bpmem, g_vertex_manager->GetCurrentPrimitiveType());
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g_renderer->SetRasterizationState(state);
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}
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void SetScissor()
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{
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/* NOTE: the minimum value here for the scissor rect and offset is -342.
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* GX internally adds on an offset of 342 to both the offset and scissor
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* coords to ensure that the register was always unsigned.
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*
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* The code that was here before tried to "undo" this offset, but
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* since we always take the difference, the +342 added to both
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* sides cancels out. */
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/* The scissor offset is always even, so to save space, the scissor offset
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* register is scaled down by 2. So, if somebody calls
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* GX_SetScissorBoxOffset(20, 20); the registers will be set to 10, 10. */
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const int xoff = bpmem.scissorOffset.x * 2;
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const int yoff = bpmem.scissorOffset.y * 2;
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EFBRectangle native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
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bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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native_rc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
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TargetRectangle target_rc = g_renderer->ConvertEFBRectangle(native_rc);
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g_renderer->SetScissorRect(target_rc);
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}
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void SetViewport()
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{
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int scissor_x_off = bpmem.scissorOffset.x * 2;
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int scissor_y_off = bpmem.scissorOffset.y * 2;
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float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
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float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
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float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (width < 0.f)
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{
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x += width;
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width *= -1;
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}
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if (height < 0.f)
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{
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y += height;
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height *= -1;
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}
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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if (g_renderer->UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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}
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float near_depth, far_depth;
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if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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// Set the reversed depth range.
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near_depth = max_depth;
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far_depth = min_depth;
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}
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else
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{
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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near_depth = 1.0f - max_depth;
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far_depth = 1.0f - min_depth;
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}
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g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
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}
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void SetDepthMode()
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{
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DepthState state = {};
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state.Generate(bpmem);
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g_renderer->SetDepthState(state);
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}
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void SetBlendMode()
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{
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BlendingState state = {};
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state.Generate(bpmem);
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g_renderer->SetBlendingState(state);
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}
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/* Explanation of the magic behind ClearScreen:
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There's numerous possible formats for the pixel data in the EFB.
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However, in the HW accelerated backends we're always using RGBA8
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for the EFB format, which causes some problems:
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- We're using an alpha channel although the game doesn't
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- If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the
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native HW
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To properly emulate the above points, we're doing the following:
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(1)
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- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an
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alpha channel
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- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
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- Same for color channels, these need to be cleared to 0x00 though.
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(2)
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- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
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- convert the Z24 depth value to Z16 and back to Z24
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*/
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void ClearScreen(const EFBRectangle& rc)
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{
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bool colorEnable = (bpmem.blendmode.colorupdate != 0);
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bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
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bool zEnable = (bpmem.zmode.updateenable != 0);
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auto pixel_format = bpmem.zcontrol.pixel_format;
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// (1): Disable unused color channels
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if (pixel_format == PEControl::RGB8_Z24 || pixel_format == PEControl::RGB565_Z16 ||
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pixel_format == PEControl::Z24)
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{
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alphaEnable = false;
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}
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if (colorEnable || alphaEnable || zEnable)
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{
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u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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u32 z = bpmem.clearZValue;
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// (2) drop additional accuracy
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if (pixel_format == PEControl::RGBA6_Z24)
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{
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color = RGBA8ToRGBA6ToRGBA8(color);
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}
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else if (pixel_format == PEControl::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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z = Z24ToZ16ToZ24(z);
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}
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g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
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}
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}
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void OnPixelFormatChange()
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{
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int convtype = -1;
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// TODO : Check for Z compression format change
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// When using 16bit Z, the game may enable a special compression format which we need to handle
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// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
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/*
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* When changing the EFB format, the pixel data won't get converted to the new format but stays
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* the same.
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* Since we are always using an RGBA8 buffer though, this causes issues in some games.
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* Thus, we reinterpret the old EFB data with the new format here.
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*/
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if (!g_ActiveConfig.bEFBEmulateFormatChanges)
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return;
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auto old_format = g_renderer->GetPrevPixelFormat();
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auto new_format = bpmem.zcontrol.pixel_format;
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// no need to reinterpret pixel data in these cases
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if (new_format == old_format || old_format == PEControl::INVALID_FMT)
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goto skip;
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// Check for pixel format changes
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switch (old_format)
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{
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case PEControl::RGB8_Z24:
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case PEControl::Z24:
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// Z24 and RGB8_Z24 are treated equal, so just return in this case
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if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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goto skip;
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if (new_format == PEControl::RGBA6_Z24)
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convtype = 0;
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else if (new_format == PEControl::RGB565_Z16)
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convtype = 1;
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break;
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case PEControl::RGBA6_Z24:
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if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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convtype = 2;
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else if (new_format == PEControl::RGB565_Z16)
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convtype = 3;
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break;
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case PEControl::RGB565_Z16:
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if (new_format == PEControl::RGB8_Z24 || new_format == PEControl::Z24)
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convtype = 4;
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else if (new_format == PEControl::RGBA6_Z24)
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convtype = 5;
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break;
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default:
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break;
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}
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if (convtype == -1)
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{
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ERROR_LOG(VIDEO, "Unhandled EFB format change: %d to %d", static_cast<int>(old_format),
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static_cast<int>(new_format));
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goto skip;
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}
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g_renderer->ReinterpretPixelData(convtype);
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skip:
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DEBUG_LOG(VIDEO, "pixelfmt: pixel=%d, zc=%d", static_cast<int>(new_format),
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static_cast<int>(bpmem.zcontrol.zformat));
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g_renderer->StorePixelFormat(new_format);
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}
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void SetInterlacingMode(const BPCmd& bp)
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{
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// TODO
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switch (bp.address)
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{
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case BPMEM_FIELDMODE:
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{
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// SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
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// just before this cmd
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const char* action[] = {"don't adjust", "adjust"};
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DEBUG_LOG(VIDEO, "BPMEM_FIELDMODE texLOD:%s lineaspect:%s", action[bpmem.fieldmode.texLOD],
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action[bpmem.lineptwidth.lineaspect]);
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}
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break;
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case BPMEM_FIELDMASK:
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{
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// Determines if fields will be written to EFB (always computed)
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const char* action[] = {"skip", "write"};
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DEBUG_LOG(VIDEO, "BPMEM_FIELDMASK even:%s odd:%s", action[bpmem.fieldmask.even],
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action[bpmem.fieldmask.odd]);
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}
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break;
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default:
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ERROR_LOG(VIDEO, "SetInterlacingMode default");
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break;
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}
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}
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};
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