add support for polygon ID and conditional depth update for translucent pixels

This commit is contained in:
StapleButter 2017-04-22 16:47:31 +02:00
parent eb656857d9
commit 4f72ee3895
2 changed files with 47 additions and 29 deletions

View File

@ -47,6 +47,15 @@ public:
Halted = halt;
}
void CheckIRQ()
{
if (!(NDS::IME[Num] & 0x1)) return;
if (NDS::IF[Num] & NDS::IE[Num])
{
TriggerIRQ();
}
}
s32 Execute();
bool CheckCondition(u32 code)

View File

@ -32,8 +32,9 @@ u32 DepthBuffer[256*192];
u32 AttrBuffer[256*192];
// attribute buffer:
// bit0-5: polygon ID
// bit8: fog enable
// bit15: fog enable
// bit24-29: polygon ID
// bit30: translucent flag
bool Init()
@ -918,7 +919,7 @@ void RenderPolygon(Polygon* polygon)
s16 t = interpX.Interpolate(tl, tr);
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
u32 attr = 0;
u32 attr = polygon->Attr & 0x3F008000;
u8 alpha = color >> 24;
@ -937,9 +938,6 @@ void RenderPolygon(Polygon* polygon)
if (!(DispCnt & (1<<3)))
alpha = 31;
u32 dstcolor = ColorBuffer[pixeladdr];
u32 dstalpha = dstcolor >> 24;
if (alpha == 31)
{
// edge fill rules for opaque pixels
@ -954,33 +952,44 @@ void RenderPolygon(Polygon* polygon)
DepthBuffer[pixeladdr] = z;
}
else if (dstalpha == 0)
{
// TODO: conditional Z-buffer update
DepthBuffer[pixeladdr] = z;
}
else
{
u32 srcR = color & 0x3F;
u32 srcG = (color >> 8) & 0x3F;
u32 srcB = (color >> 16) & 0x3F;
u32 dstattr = AttrBuffer[pixeladdr];
attr |= (1<<30);
u32 dstR = dstcolor & 0x3F;
u32 dstG = (dstcolor >> 8) & 0x3F;
u32 dstB = (dstcolor >> 16) & 0x3F;
// skip if polygon IDs are equal
// note: this only happens if the destination pixel was translucent
// the GPU keeps track of which pixels are translucent, regardless of
// the destination alpha
if ((dstattr & 0x7F000000) == (attr & 0x7F000000))
continue;
alpha++;
dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5;
dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5;
dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5;
u32 dstcolor = ColorBuffer[pixeladdr];
u32 dstalpha = dstcolor >> 24;
alpha--;
if (alpha > dstalpha) dstalpha = alpha;
if (dstalpha > 0)
{
u32 srcR = color & 0x3F;
u32 srcG = (color >> 8) & 0x3F;
u32 srcB = (color >> 16) & 0x3F;
color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24);
u32 dstR = dstcolor & 0x3F;
u32 dstG = (dstcolor >> 8) & 0x3F;
u32 dstB = (dstcolor >> 16) & 0x3F;
// TODO: conditional Z-buffer update
DepthBuffer[pixeladdr] = z;
alpha++;
dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5;
dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5;
dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5;
alpha--;
if (alpha > dstalpha) dstalpha = alpha;
color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24);
}
if (polygon->Attr & (1<<11))
DepthBuffer[pixeladdr] = z;
}
ColorBuffer[pixeladdr] = color;
@ -994,7 +1003,7 @@ void RenderPolygon(Polygon* polygon)
void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
{
u32 polyid = (RenderClearAttr1 >> 24) & 0x3F;
u32 polyid = RenderClearAttr1 & 0x3F000000;
if (DispCnt & (1<<14))
{
@ -1019,7 +1028,7 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
ColorBuffer[y+x] = color;
DepthBuffer[y+x] = z;
AttrBuffer[y+x] = polyid | ((val3 & 0x8000) >> 7);
AttrBuffer[y+x] = polyid | (val3 & 0x8000);
xoff++;
}
@ -1038,7 +1047,7 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys)
u32 z = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
polyid |= ((RenderClearAttr1 & 0x8000) >> 7);
polyid |= (RenderClearAttr1 & 0x8000);
for (int i = 0; i < 256*192; i++)
{