GPU: Implement dithering on software backend
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@ -243,6 +243,15 @@ protected:
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(static_cast<u16>(c_) << 15);
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}
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void SetRGB24Dithered(u32 x, u32 y, u8 r8, u8 g8, u8 b8, bool c_ = false)
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{
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const s32 offset = DITHER_MATRIX[y & 3][x & 3];
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r8 = static_cast<u8>(std::clamp<s32>(static_cast<s32>(ZeroExtend32(r8)) + offset, 0, 255));
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g8 = static_cast<u8>(std::clamp<s32>(static_cast<s32>(ZeroExtend32(g8)) + offset, 0, 255));
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b8 = static_cast<u8>(std::clamp<s32>(static_cast<s32>(ZeroExtend32(b8)) + offset, 0, 255));
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SetRGB24(r8, g8, b8, c_);
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}
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u32 ToRGB24() const
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{
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const u32 r_ = ZeroExtend32(r.GetValue());
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@ -357,7 +357,8 @@ void GPU_SW::DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex*
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const u8 texcoord_x = Interpolate(v0->texcoord_x, v1->texcoord_x, v2->texcoord_x, b0, b1, b2, ws);
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const u8 texcoord_y = Interpolate(v0->texcoord_y, v1->texcoord_y, v2->texcoord_y, b0, b1, b2, ws);
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y,
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rc.IsDitheringEnabled() && m_GPUSTAT.dither_enable);
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}
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row_w0 += a12;
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@ -395,13 +396,13 @@ void GPU_SW::DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 wid
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const u8 texcoord_x = Truncate8(ZeroExtend32(origin_texcoord_x) + offset_x);
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y, false);
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}
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}
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}
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void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x,
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u8 texcoord_y)
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u8 texcoord_y, bool dithering)
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{
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VRAMPixel color;
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bool transparent = true;
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@ -461,15 +462,21 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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}
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else
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{
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color.SetRGB24(
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Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetR8()) * ZeroExtend16(color_r)) >> 7, 0xFF)),
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Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetG8()) * ZeroExtend16(color_g)) >> 7, 0xFF)),
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Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetB8()) * ZeroExtend16(color_b)) >> 7, 0xFF)));
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const u8 r = Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetR8()) * ZeroExtend16(color_r)) >> 7, 0xFF));
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const u8 g = Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetG8()) * ZeroExtend16(color_g)) >> 7, 0xFF));
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const u8 b = Truncate8(std::min<u16>((ZeroExtend16(texture_color.GetB8()) * ZeroExtend16(color_b)) >> 7, 0xFF));
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if (dithering)
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color.SetRGB24Dithered(x, y, r, g, b);
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else
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color.SetRGB24(r, g, b);
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}
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}
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else
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{
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color.SetRGB24(color_r, color_g, color_b);
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if (dithering)
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color.SetRGB24Dithered(x, y, color_r, color_g, color_b);
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else
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color.SetRGB24(color_r, color_g, color_b);
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}
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if (rc.transparency_enable && transparent)
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@ -58,7 +58,7 @@ protected:
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static bool IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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void ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y);
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void ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y, bool dithering);
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void DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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void DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
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u8 origin_texcoord_x, u8 origin_texcoord_y);
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