mirror of https://github.com/xemu-project/xemu.git
Merge pull request #55 from JayFoxRox/clear-format
Respect framebuffer format for clears
This commit is contained in:
commit
af64c017d7
123
hw/xbox/nv2a.c
123
hw/xbox/nv2a.c
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@ -2002,6 +2002,22 @@ static GraphicsObject* lookup_graphics_object(PGRAPHState *s,
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return NULL;
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}
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/* 16 bit to [0.0, F16_MAX = 511.9375] */
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static float convert_f16_to_float(uint16_t f16) {
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if (f16 == 0x0000) { return 0.0; }
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uint32_t i = (f16 << 11) + 0x3C000000;
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return *(float*)&i;
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}
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/* 24 bit to [0.0, F24_MAX] */
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static float convert_f24_to_float(uint32_t f24) {
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assert(!(f24 >> 24));
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f24 &= 0xFFFFFF;
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if (f24 == 0x000000) { return 0.0; }
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uint32_t i = f24 << 7;
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return *(float*)&i;
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}
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static void pgraph_update_memory_buffer(NV2AState *d, hwaddr addr, hwaddr size,
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bool f)
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{
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@ -5700,18 +5716,39 @@ static void pgraph_method(NV2AState *d,
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uint32_t clear_zstencil =
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d->pgraph.regs[NV_PGRAPH_ZSTENCILCLEARVALUE];
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GLint gl_clear_stencil;
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GLdouble gl_clear_depth;
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GLfloat gl_clear_depth;
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/* FIXME: Put these in some lookup table */
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const float f16_max = 511.9375f;
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/* FIXME: 7 bits of mantissa unused. maybe use full buffer? */
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const float f24_max = 3.4027977E38;
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switch(pg->surface_shape.zeta_format) {
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case NV097_SET_SURFACE_FORMAT_ZETA_Z16:
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/* FIXME: Remove bit for stencil clear? */
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gl_clear_depth = (clear_zstencil & 0xFFFF) / (double)0xFFFF;
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break;
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case NV097_SET_SURFACE_FORMAT_ZETA_Z24S8:
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gl_clear_stencil = clear_zstencil & 0xFF;
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gl_clear_depth = (clear_zstencil >> 8) / (double)0xFFFFFF;
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break;
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default:
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assert(0);
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case NV097_SET_SURFACE_FORMAT_ZETA_Z16: {
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uint16_t z = clear_zstencil & 0xFFFF;
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/* FIXME: Remove bit for stencil clear? */
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if (pg->surface_shape.z_format) {
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gl_clear_depth = convert_f16_to_float(z) / f16_max;
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assert(false); /* FIXME: Untested */
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} else {
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gl_clear_depth = z / (float)0xFFFF;
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}
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break;
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}
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case NV097_SET_SURFACE_FORMAT_ZETA_Z24S8: {
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gl_clear_stencil = clear_zstencil & 0xFF;
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uint32_t z = clear_zstencil >> 8;
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if (pg->surface_shape.z_format) {
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gl_clear_depth = convert_f24_to_float(z) / f24_max;
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assert(false); /* FIXME: Untested */
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} else {
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gl_clear_depth = z / (float)0xFFFFFF;
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}
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break;
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}
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default:
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assert(false);
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break;
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}
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if (parameter & NV097_CLEAR_SURFACE_Z) {
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gl_mask |= GL_DEPTH_BUFFER_BIT;
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@ -5735,10 +5772,66 @@ static void pgraph_method(NV2AState *d,
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(parameter & NV097_CLEAR_SURFACE_A)
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? GL_TRUE : GL_FALSE);
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uint32_t clear_color = d->pgraph.regs[NV_PGRAPH_COLORCLEARVALUE];
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glClearColor( ((clear_color >> 16) & 0xFF) / 255.0f, /* red */
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((clear_color >> 8) & 0xFF) / 255.0f, /* green */
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(clear_color & 0xFF) / 255.0f, /* blue */
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((clear_color >> 24) & 0xFF) / 255.0f);/* alpha */
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/* Handle RGB */
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GLfloat red, green, blue;
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switch(pg->surface_shape.color_format) {
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X1R5G5B5_Z1R5G5B5:
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X1R5G5B5_O1R5G5B5:
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red = ((clear_color >> 10) & 0x1F) / 31.0f;
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green = ((clear_color >> 5) & 0x1F) / 31.0f;
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blue = (clear_color & 0x1F) / 31.0f;
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assert(false); /* Untested */
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break;
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_R5G6B5:
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red = ((clear_color >> 11) & 0x1F) / 31.0f;
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green = ((clear_color >> 5) & 0x3F) / 63.0f;
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blue = (clear_color & 0x1F) / 31.0f;
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break;
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X8R8G8B8_Z8R8G8B8:
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X8R8G8B8_O8R8G8B8:
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X1A7R8G8B8_Z1A7R8G8B8:
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X1A7R8G8B8_O1A7R8G8B8:
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_A8R8G8B8:
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red = ((clear_color >> 16) & 0xFF) / 255.0f;
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green = ((clear_color >> 8) & 0xFF) / 255.0f;
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blue = (clear_color & 0xFF) / 255.0f;
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break;
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_B8:
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_G8B8:
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/* Xbox D3D doesn't support clearing those */
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default:
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red = 1.0f;
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green = 0.0f;
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blue = 1.0f;
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fprintf(stderr, "CLEAR_SURFACE for color_format 0x%x unsupported",
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pg->surface_shape.color_format);
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assert(false);
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break;
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}
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/* Handle alpha */
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GLfloat alpha;
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switch(pg->surface_shape.color_format) {
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/* FIXME: CLEAR_SURFACE seems to work like memset, so maybe we
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* also have to clear non-alpha bits with alpha value?
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* As GL doesn't own those pixels we'd have to do this on
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* our own in xbox memory.
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*/
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X1A7R8G8B8_Z1A7R8G8B8:
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_X1A7R8G8B8_O1A7R8G8B8:
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alpha = ((clear_color >> 24) & 0x7F) / 127.0f;
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assert(false); /* Untested */
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break;
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case NV097_SET_SURFACE_FORMAT_COLOR_LE_A8R8G8B8:
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alpha = ((clear_color >> 24) & 0xFF) / 255.0f;
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break;
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default:
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alpha = 1.0f;
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break;
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}
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glClearColor(red, green, blue, alpha);
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}
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pgraph_update_surface(d, true, write_color, write_zeta);
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