separate polygonID attributes for opaque and translucent pixels.

rendering translucent pixels preserves opaque polygonID and edge flags for edgemarking.

fixes edgemarking malfunctions, like #80 or black dots in Pokémon games
This commit is contained in:
StapleButter 2017-07-15 15:24:25 +02:00
parent d978603852
commit 6b6389fbb4
1 changed files with 83 additions and 37 deletions

View File

@ -46,11 +46,12 @@ u32 AttrBuffer[BufferSize * 2];
// attribute buffer: // attribute buffer:
// bit0-3: edge flags (left/right/top/bottom) // bit0-3: edge flags (left/right/top/bottom)
// bit4: backfacing flag
// bit8-12: antialiasing alpha // bit8-12: antialiasing alpha
// bit15: fog enable // bit15: fog enable
// bit23: backfacing flag // bit16-21: polygon ID for translucent pixels
// bit24-29: polygon ID // bit22: translucent flag
// bit30: translucent flag // bit24-29: polygon ID for opaque pixels
u8 StencilBuffer[256*2]; u8 StencilBuffer[256*2];
bool PrevIsShadowMask; bool PrevIsShadowMask;
@ -706,7 +707,7 @@ bool DepthTest_LessThan(s32 dstz, s32 z, u32 dstattr)
bool DepthTest_LessThan_FrontFacing(s32 dstz, s32 z, u32 dstattr) bool DepthTest_LessThan_FrontFacing(s32 dstz, s32 z, u32 dstattr)
{ {
if ((dstattr & 0x40800000) == 0x00800000) // opaque, back facing if ((dstattr & 0x00400010) == 0x00000010) // opaque, back facing
{ {
if (z <= dstz) if (z <= dstz)
return true; return true;
@ -970,7 +971,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
Polygon* polygon = rp->PolyData; Polygon* polygon = rp->PolyData;
u32 polyattr = (polygon->Attr & 0x3F008000); u32 polyattr = (polygon->Attr & 0x3F008000);
if (!polygon->FacingView) polyattr |= (1<<23); if (!polygon->FacingView) polyattr |= (1<<4);
u32 polyalpha = (polygon->Attr >> 16) & 0x1F; u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
bool wireframe = (polyalpha == 0); bool wireframe = (polyalpha == 0);
@ -1111,7 +1112,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
for (; x < xlimit; x++) for (; x < xlimit; x++)
{ {
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x; u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = polyattr; u32 attr;
// check stencil buffer for shadows // check stencil buffer for shadows
if (polygon->IsShadow) if (polygon->IsShadow)
@ -1153,7 +1154,8 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
if (!(dstattr & 0x3)) continue; if (!(dstattr & 0x3)) continue;
pixeladdr += BufferSize; pixeladdr += BufferSize;
if (!fnDepthTest(DepthBuffer[pixeladdr], z, AttrBuffer[pixeladdr])) dstattr = AttrBuffer[pixeladdr];
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
continue; continue;
} }
@ -1172,7 +1174,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
if (alpha == 31) if (alpha == 31)
{ {
attr |= edge; attr = polyattr | edge;
if (RenderDispCnt & (1<<4)) if (RenderDispCnt & (1<<4))
{ {
@ -1212,12 +1214,28 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
} }
else else
{ {
attr |= (1<<30); attr = (polyattr & 0xFFF0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF00000F);
if (polygon->IsShadow) dstattr |= (1<<30);
// skip if polygon IDs are equal if (polygon->IsShadow)
if ((dstattr & 0x7F000000) == (attr & 0x7F000000)) {
continue; // for shadows, opaque pixels are also checked
if (dstattr & (1<<22))
{
if ((dstattr & 0x007F0000) == (attr & 0x007F0000))
continue;
}
else
{
if ((dstattr & 0x3F000000) == (polyattr & 0x3F000000))
continue;
}
}
else
{
// skip if polygon IDs are equal
if ((dstattr & 0x007F0000) == (attr & 0x007F0000))
continue;
}
// fog flag // fog flag
if (!(dstattr & (1<<15))) if (!(dstattr & (1<<15)))
@ -1240,7 +1258,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
else for (; x < xlimit; x++) else for (; x < xlimit; x++)
{ {
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x; u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = polyattr; u32 attr;
// check stencil buffer for shadows // check stencil buffer for shadows
if (polygon->IsShadow) if (polygon->IsShadow)
@ -1272,7 +1290,8 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
if (!(dstattr & 0x3)) continue; if (!(dstattr & 0x3)) continue;
pixeladdr += BufferSize; pixeladdr += BufferSize;
if (!fnDepthTest(DepthBuffer[pixeladdr], z, AttrBuffer[pixeladdr])) dstattr = AttrBuffer[pixeladdr];
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
continue; continue;
} }
@ -1291,23 +1310,33 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
if (alpha == 31) if (alpha == 31)
{ {
attr |= edge; attr = polyattr | edge;
DepthBuffer[pixeladdr] = z; DepthBuffer[pixeladdr] = z;
} }
else else
{ {
u32 dstattr = AttrBuffer[pixeladdr]; attr = (polyattr & 0xFFF0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF00000F);
attr |= (1<<30);
if (polygon->IsShadow) dstattr |= (1<<30);
// skip if polygon IDs are equal if (polygon->IsShadow)
// note: this only happens if the destination pixel was translucent {
// or always when drawing a shadow // for shadows, opaque pixels are also checked
// (the GPU keeps track of which pixels are translucent, regardless of if (dstattr & (1<<22))
// the destination alpha) {
// TODO: they say that there are two separate polygon ID buffers. verify that. if ((dstattr & 0x007F0000) == (attr & 0x007F0000))
if ((dstattr & 0x7F000000) == (attr & 0x7F000000)) continue;
continue; }
else
{
if ((dstattr & 0x3F000000) == (polyattr & 0x3F000000))
continue;
}
}
else
{
// skip if polygon IDs are equal
if ((dstattr & 0x007F0000) == (attr & 0x007F0000))
continue;
}
// fog flag // fog flag
if (!(dstattr & (1<<15))) if (!(dstattr & (1<<15)))
@ -1329,7 +1358,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
for (; x < xlimit; x++) for (; x < xlimit; x++)
{ {
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x; u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
u32 attr = polyattr; u32 attr;
// check stencil buffer for shadows // check stencil buffer for shadows
if (polygon->IsShadow) if (polygon->IsShadow)
@ -1371,7 +1400,8 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
if (!(dstattr & 0x3)) continue; if (!(dstattr & 0x3)) continue;
pixeladdr += BufferSize; pixeladdr += BufferSize;
if (!fnDepthTest(DepthBuffer[pixeladdr], z, AttrBuffer[pixeladdr])) dstattr = AttrBuffer[pixeladdr];
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
continue; continue;
} }
@ -1390,7 +1420,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
if (alpha == 31) if (alpha == 31)
{ {
attr |= edge; attr = polyattr | edge;
if (RenderDispCnt & (1<<4)) if (RenderDispCnt & (1<<4))
{ {
@ -1430,12 +1460,28 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
} }
else else
{ {
attr |= (1<<30); attr = (polyattr & 0xFFF0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF00000F);
if (polygon->IsShadow) dstattr |= (1<<30);
// skip if polygon IDs are equal if (polygon->IsShadow)
if ((dstattr & 0x7F000000) == (attr & 0x7F000000)) {
continue; // for shadows, opaque pixels are also checked
if (dstattr & (1<<22))
{
if ((dstattr & 0x007F0000) == (attr & 0x007F0000))
continue;
}
else
{
if ((dstattr & 0x3F000000) == (polyattr & 0x3F000000))
continue;
}
}
else
{
// skip if polygon IDs are equal
if ((dstattr & 0x007F0000) == (attr & 0x007F0000))
continue;
}
// fog flag // fog flag
if (!(dstattr & (1<<15))) if (!(dstattr & (1<<15)))
@ -1486,7 +1532,7 @@ void ScanlineFinalPass(s32 y)
u32 attr = AttrBuffer[pixeladdr]; u32 attr = AttrBuffer[pixeladdr];
if (!(attr & 0xF)) continue; if (!(attr & 0xF)) continue;
u32 polyid = attr >> 24; u32 polyid = attr >> 24; // opaque polygon IDs are used for edgemarking
u32 z = DepthBuffer[pixeladdr]; u32 z = DepthBuffer[pixeladdr];
if (((polyid != (AttrBuffer[pixeladdr-1] >> 24)) && (z < DepthBuffer[pixeladdr-1])) || if (((polyid != (AttrBuffer[pixeladdr-1] >> 24)) && (z < DepthBuffer[pixeladdr-1])) ||
@ -1644,7 +1690,7 @@ void ScanlineFinalPass(s32 y)
void ClearBuffers() void ClearBuffers()
{ {
u32 clearz = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF; u32 clearz = ((RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
u32 polyid = RenderClearAttr1 & 0x3F000000; u32 polyid = RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
// fill screen borders for edge marking // fill screen borders for edge marking