Duckstation/src/core/gpu_sw.cpp

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#include "gpu_sw.h"
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#include "common/assert.h"
#include "common/log.h"
#include "host_display.h"
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#include "system.h"
#include <algorithm>
Log_SetChannel(GPU_SW);
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GPU_SW::GPU_SW()
{
m_vram.fill(0);
m_vram_ptr = m_vram.data();
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}
GPU_SW::~GPU_SW()
{
if (m_host_display)
m_host_display->ClearDisplayTexture();
}
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bool GPU_SW::IsHardwareRenderer() const
{
return false;
}
bool GPU_SW::Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
Timers* timers)
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{
if (!GPU::Initialize(host_display, system, dma, interrupt_controller, timers))
return false;
m_display_texture = host_display->CreateTexture(VRAM_WIDTH, VRAM_HEIGHT, nullptr, 0, true);
if (!m_display_texture)
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return false;
return true;
}
void GPU_SW::Reset()
{
GPU::Reset();
m_vram.fill(0);
}
void GPU_SW::CopyOut15Bit(u32 src_x, u32 src_y, u32* dst_ptr, u32 dst_stride, u32 width, u32 height, bool interlaced)
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{
const u8 interlaced_shift = BoolToUInt8(interlaced);
// Fast path when not wrapping around.
if ((src_x + width) <= VRAM_WIDTH && (src_y + height) <= VRAM_HEIGHT)
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{
dst_stride <<= interlaced_shift;
height >>= interlaced_shift;
const u16* src_ptr = &m_vram[src_y * VRAM_WIDTH + src_x];
const u32 src_stride = VRAM_WIDTH << interlaced_shift;
for (u32 row = 0; row < height; row++)
{
const u16* src_row_ptr = src_ptr;
u32* dst_row_ptr = dst_ptr;
for (u32 col = 0; col < width; col++)
*(dst_row_ptr++) = RGBA5551ToRGBA8888(*(src_row_ptr++));
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src_ptr += src_stride;
dst_ptr += dst_stride;
}
}
else
{
dst_stride <<= interlaced_shift;
height >>= interlaced_shift;
const u32 end_x = src_x + width;
for (u32 row = 0; row < height; row++)
{
const u16* src_row_ptr = &m_vram[(src_y % VRAM_HEIGHT) * VRAM_WIDTH];
u32* dst_row_ptr = dst_ptr;
for (u32 col = src_x; col < end_x; col++)
*(dst_row_ptr++) = RGBA5551ToRGBA8888(src_row_ptr[col % VRAM_WIDTH]);
src_y += (1 << interlaced_shift);
dst_ptr += dst_stride;
}
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}
}
void GPU_SW::CopyOut24Bit(u32 src_x, u32 src_y, u32* dst_ptr, u32 dst_stride, u32 width, u32 height, bool interlaced)
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{
const u8 interlaced_shift = BoolToUInt8(interlaced);
if ((src_x + width) <= VRAM_WIDTH && (src_y + height) <= VRAM_HEIGHT)
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{
dst_stride <<= interlaced_shift;
height >>= interlaced_shift;
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const u8* src_ptr = reinterpret_cast<const u8*>(&m_vram[src_y * VRAM_WIDTH + src_x]);
const u32 src_stride = (VRAM_WIDTH << interlaced_shift) * sizeof(u16);
for (u32 row = 0; row < height; row++)
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{
const u8* src_row_ptr = src_ptr;
u8* dst_row_ptr = reinterpret_cast<u8*>(dst_ptr);
for (u32 col = 0; col < width; col++)
{
*(dst_row_ptr++) = *(src_row_ptr++);
*(dst_row_ptr++) = *(src_row_ptr++);
*(dst_row_ptr++) = *(src_row_ptr++);
*(dst_row_ptr++) = 0xFF;
}
src_ptr += src_stride;
dst_ptr += dst_stride;
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}
}
else
{
dst_stride <<= interlaced_shift;
height >>= interlaced_shift;
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const u32 end_x = src_x + width;
for (u32 row = 0; row < height; row++)
{
const u16* src_row_ptr = &m_vram[(src_y % VRAM_HEIGHT) * VRAM_WIDTH];
u32* dst_row_ptr = dst_ptr;
for (u32 col = 0; col < width; col++)
{
const u32 offset = (src_x + ((col * 3) / 2));
const u16 s0 = src_row_ptr[offset % VRAM_WIDTH];
const u16 s1 = src_row_ptr[(offset + 1) % VRAM_WIDTH];
const u8 shift = static_cast<u8>(col & 1u) * 8;
*(dst_row_ptr++) = (((ZeroExtend32(s1) << 16) | ZeroExtend32(s0)) >> shift) | 0xFF000000u;
}
src_y += (1 << interlaced_shift);
dst_ptr += dst_stride;
}
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}
}
void GPU_SW::UpdateDisplay()
{
// fill display texture
m_display_texture_buffer.resize(VRAM_WIDTH * VRAM_HEIGHT);
if (!m_system->GetSettings().debugging.show_vram)
{
if (IsDisplayDisabled())
{
m_host_display->ClearDisplayTexture();
return;
}
const u32 vram_offset_x = m_crtc_state.display_vram_left;
const u32 vram_offset_y = m_crtc_state.display_vram_top;
const u32 display_width = m_crtc_state.display_vram_width;
const u32 display_height = m_crtc_state.display_vram_height;
const u32 texture_offset_x = m_crtc_state.display_vram_left - m_crtc_state.regs.X;
if (IsInterlacedDisplayEnabled())
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{
const u32 field = GetInterlacedDisplayLineOffset();
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if (m_GPUSTAT.display_area_color_depth_24)
{
CopyOut24Bit(m_crtc_state.regs.X, vram_offset_y + field, m_display_texture_buffer.data() + field * VRAM_WIDTH,
VRAM_WIDTH, display_width + texture_offset_x, display_height, true);
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}
else
{
CopyOut15Bit(m_crtc_state.regs.X, vram_offset_y + field, m_display_texture_buffer.data() + field * VRAM_WIDTH,
VRAM_WIDTH, display_width + texture_offset_x, display_height, true);
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}
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}
else
{
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if (m_GPUSTAT.display_area_color_depth_24)
{
CopyOut24Bit(m_crtc_state.regs.X, vram_offset_y, m_display_texture_buffer.data(), VRAM_WIDTH,
display_width + texture_offset_x, display_height, false);
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}
else
{
CopyOut15Bit(m_crtc_state.regs.X, vram_offset_y, m_display_texture_buffer.data(), VRAM_WIDTH,
display_width + texture_offset_x, display_height, false);
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}
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}
m_host_display->UpdateTexture(m_display_texture.get(), 0, 0, display_width, display_height,
m_display_texture_buffer.data(), VRAM_WIDTH * sizeof(u32));
m_host_display->SetDisplayTexture(m_display_texture->GetHandle(), VRAM_WIDTH, VRAM_HEIGHT, texture_offset_x, 0,
display_width, display_height);
m_host_display->SetDisplayParameters(m_crtc_state.display_width, m_crtc_state.display_height,
m_crtc_state.display_origin_left, m_crtc_state.display_origin_top,
m_crtc_state.display_vram_width, m_crtc_state.display_vram_height,
m_crtc_state.display_aspect_ratio);
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}
else
{
CopyOut15Bit(0, 0, m_display_texture_buffer.data(), VRAM_WIDTH, VRAM_WIDTH, VRAM_HEIGHT, false);
m_host_display->UpdateTexture(m_display_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
m_display_texture_buffer.data(), VRAM_WIDTH * sizeof(u32));
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m_host_display->SetDisplayTexture(m_display_texture->GetHandle(), VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH,
VRAM_HEIGHT);
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
static_cast<float>(VRAM_WIDTH) / static_cast<float>(VRAM_HEIGHT));
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}
}
void GPU_SW::DispatchRenderCommand()
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{
const RenderCommand rc{m_render_command.bits};
const bool dithering_enable = rc.IsDitheringEnabled() && m_GPUSTAT.dither_enable;
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switch (rc.primitive)
{
case Primitive::Polygon:
{
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
const u32 num_vertices = rc.quad_polygon ? 4 : 3;
std::array<SWVertex, 4> vertices;
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for (u32 i = 0; i < num_vertices; i++)
{
SWVertex& vert = vertices[i];
const u32 color_rgb = (shaded && i > 0) ? (m_fifo.Pop() & UINT32_C(0x00FFFFFF)) : first_color;
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vert.color_r = Truncate8(color_rgb);
vert.color_g = Truncate8(color_rgb >> 8);
vert.color_b = Truncate8(color_rgb >> 16);
const VertexPosition vp{m_fifo.Pop()};
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vert.x = vp.x;
vert.y = vp.y;
if (textured)
{
std::tie(vert.texcoord_x, vert.texcoord_y) = UnpackTexcoord(Truncate16(m_fifo.Pop()));
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}
else
{
vert.texcoord_x = 0;
vert.texcoord_y = 0;
}
}
const DrawTriangleFunction DrawFunction = GetDrawTriangleFunction(
rc.shading_enable, rc.texture_enable, rc.raw_texture_enable, rc.transparency_enable, dithering_enable);
(this->*DrawFunction)(&vertices[0], &vertices[1], &vertices[2]);
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if (num_vertices > 3)
(this->*DrawFunction)(&vertices[2], &vertices[1], &vertices[3]);
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}
break;
case Primitive::Rectangle:
{
const auto [r, g, b] = UnpackColorRGB24(rc.color_for_first_vertex);
const VertexPosition vp{m_fifo.Pop()};
const u32 texcoord_and_palette = rc.texture_enable ? m_fifo.Pop() : 0;
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const auto [texcoord_x, texcoord_y] = UnpackTexcoord(Truncate16(texcoord_and_palette));
s32 width;
s32 height;
switch (rc.rectangle_size)
{
case DrawRectangleSize::R1x1:
width = 1;
height = 1;
break;
case DrawRectangleSize::R8x8:
width = 8;
height = 8;
break;
case DrawRectangleSize::R16x16:
width = 16;
height = 16;
break;
default:
{
const u32 width_and_height = m_fifo.Pop();
width = static_cast<s32>(width_and_height & VRAM_WIDTH_MASK);
height = static_cast<s32>((width_and_height >> 16) & VRAM_HEIGHT_MASK);
if (width >= MAX_PRIMITIVE_WIDTH || height >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large rectangle: %d,%d %dx%d", vp.x.GetValue(), vp.y.GetValue(), width,
height);
return;
}
}
break;
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}
const DrawRectangleFunction DrawFunction =
GetDrawRectangleFunction(rc.texture_enable, rc.raw_texture_enable, rc.transparency_enable);
(this->*DrawFunction)(vp.x, vp.y, width, height, r, g, b, texcoord_x, texcoord_y);
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}
break;
case Primitive::Line:
{
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
const DrawLineFunction DrawFunction = GetDrawLineFunction(shaded, rc.transparency_enable, dithering_enable);
std::array<SWVertex, 2> vertices = {};
u32 buffer_pos = 0;
// first vertex
SWVertex* p0 = &vertices[0];
SWVertex* p1 = &vertices[1];
p0->SetPosition(VertexPosition{rc.polyline ? m_blit_buffer[buffer_pos++] : m_fifo.Pop()});
p0->SetColorRGB24(first_color);
// remaining vertices in line strip
const u32 num_vertices = rc.polyline ? GetPolyLineVertexCount() : 2;
for (u32 i = 1; i < num_vertices; i++)
{
if (rc.polyline)
{
p1->SetColorRGB24(shaded ? (m_blit_buffer[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color);
p1->SetPosition(VertexPosition{m_blit_buffer[buffer_pos++]});
}
else
{
p1->SetColorRGB24(shaded ? (m_fifo.Pop() & UINT32_C(0x00FFFFFF)) : first_color);
p1->SetPosition(VertexPosition{m_fifo.Pop()});
}
(this->*DrawFunction)(p0, p1);
// swap p0/p1 so that the last vertex is used as the first for the next line
std::swap(p0, p1);
}
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}
break;
default:
UnreachableCode();
break;
}
}
enum : u32
{
COORD_FRAC_BITS = 32,
COLOR_FRAC_BITS = 12
};
using FixedPointCoord = u64;
constexpr FixedPointCoord IntToFixedCoord(s32 x)
{
return (ZeroExtend64(static_cast<u32>(x)) << COORD_FRAC_BITS) | (ZeroExtend64(1u) << (COORD_FRAC_BITS - 1));
}
using FixedPointColor = u32;
constexpr FixedPointColor IntToFixedColor(u8 r)
{
return ZeroExtend32(r) << COLOR_FRAC_BITS | (1u << (COLOR_FRAC_BITS - 1));
}
constexpr u8 FixedColorToInt(FixedPointColor r)
{
return Truncate8(r >> 12);
}
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bool GPU_SW::IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
{
const s32 abx = v1->x - v0->x;
const s32 aby = v1->y - v0->y;
const s32 acx = v2->x - v0->x;
const s32 acy = v2->y - v0->y;
return ((abx * acy) - (aby * acx) < 0);
}
static constexpr bool IsTopLeftEdge(s32 ex, s32 ey)
{
return (ey < 0 || (ey == 0 && ex < 0));
}
static constexpr u8 Interpolate(u8 v0, u8 v1, u8 v2, s32 w0, s32 w1, s32 w2, s32 ws, s32 half_ws)
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{
const s32 v = w0 * static_cast<s32>(static_cast<u32>(v0)) + w1 * static_cast<s32>(static_cast<u32>(v1)) +
w2 * static_cast<s32>(static_cast<u32>(v2));
const s32 vd = (v + half_ws) / ws;
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return (vd < 0) ? 0 : ((vd > 0xFF) ? 0xFF : static_cast<u8>(vd));
}
template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
bool dithering_enable>
void GPU_SW::DrawTriangle(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
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{
#define orient2d(ax, ay, bx, by, cx, cy) ((bx - ax) * (cy - ay) - (by - ay) * (cx - ax))
// ensure the vertices follow a counter-clockwise order
if (IsClockwiseWinding(v0, v1, v2))
std::swap(v1, v2);
const s32 px0 = v0->x + m_drawing_offset.x;
const s32 py0 = v0->y + m_drawing_offset.y;
const s32 px1 = v1->x + m_drawing_offset.x;
const s32 py1 = v1->y + m_drawing_offset.y;
const s32 px2 = v2->x + m_drawing_offset.x;
const s32 py2 = v2->y + m_drawing_offset.y;
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// Barycentric coordinates at minX/minY corner
const s32 ws = orient2d(px0, py0, px1, py1, px2, py2);
const s32 half_ws = std::max<s32>((ws / 2) - 1, 0);
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if (ws == 0)
return;
// compute bounding box of triangle
s32 min_x = std::min(px0, std::min(px1, px2));
s32 max_x = std::max(px0, std::max(px1, px2));
s32 min_y = std::min(py0, std::min(py1, py2));
s32 max_y = std::max(py0, std::max(py1, py2));
// reject triangles which cover the whole vram area
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if (static_cast<u32>(max_x - min_x) > MAX_PRIMITIVE_WIDTH || static_cast<u32>(max_y - min_y) > MAX_PRIMITIVE_HEIGHT)
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return;
// clip to drawing area
min_x = std::clamp(min_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right));
max_x = std::clamp(max_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right));
min_y = std::clamp(min_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom));
max_y = std::clamp(max_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom));
AddDrawTriangleTicks(max_x - min_x + 1, max_y - min_y + 1, texture_enable, shading_enable);
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// compute per-pixel increments
const s32 a01 = py0 - py1, b01 = px1 - px0;
const s32 a12 = py1 - py2, b12 = px2 - px1;
const s32 a20 = py2 - py0, b20 = px0 - px2;
// top-left edge rule
const s32 w0_bias = 0 - s32(IsTopLeftEdge(b12, a12));
const s32 w1_bias = 0 - s32(IsTopLeftEdge(b20, a20));
const s32 w2_bias = 0 - s32(IsTopLeftEdge(b01, a01));
// compute base barycentric coordinates
s32 w0 = orient2d(px1, py1, px2, py2, min_x, min_y);
s32 w1 = orient2d(px2, py2, px0, py0, min_x, min_y);
s32 w2 = orient2d(px0, py0, px1, py1, min_x, min_y);
// *exclusive* of max coordinate in PSX
for (s32 y = min_y; y <= max_y; y++)
{
s32 row_w0 = w0;
s32 row_w1 = w1;
s32 row_w2 = w2;
for (s32 x = min_x; x <= max_x; x++)
{
if (((row_w0 + w0_bias) | (row_w1 + w1_bias) | (row_w2 + w2_bias)) >= 0)
{
const s32 b0 = row_w0;
const s32 b1 = row_w1;
const s32 b2 = row_w2;
const u8 r =
shading_enable ? Interpolate(v0->color_r, v1->color_r, v2->color_r, b0, b1, b2, ws, half_ws) : v0->color_r;
const u8 g =
shading_enable ? Interpolate(v0->color_g, v1->color_g, v2->color_g, b0, b1, b2, ws, half_ws) : v0->color_g;
const u8 b =
shading_enable ? Interpolate(v0->color_b, v1->color_b, v2->color_b, b0, b1, b2, ws, half_ws) : v0->color_b;
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const u8 texcoord_x = Interpolate(v0->texcoord_x, v1->texcoord_x, v2->texcoord_x, b0, b1, b2, ws, half_ws);
const u8 texcoord_y = Interpolate(v0->texcoord_y, v1->texcoord_y, v2->texcoord_y, b0, b1, b2, ws, half_ws);
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ShadePixel<texture_enable, raw_texture_enable, transparency_enable, dithering_enable>(
static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
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}
row_w0 += a12;
row_w1 += a20;
row_w2 += a01;
}
w0 += b12;
w1 += b20;
w2 += b01;
}
#undef orient2d
}
GPU_SW::DrawTriangleFunction GPU_SW::GetDrawTriangleFunction(bool shading_enable, bool texture_enable,
bool raw_texture_enable, bool transparency_enable,
bool dithering_enable)
{
#define F(SHADING, TEXTURE, RAW_TEXTURE, TRANSPARENCY, DITHERING) \
&GPU_SW::DrawTriangle<SHADING, TEXTURE, RAW_TEXTURE, TRANSPARENCY, DITHERING>
static constexpr DrawTriangleFunction funcs[2][2][2][2][2] = {
{{{{F(false, false, false, false, false), F(false, false, false, false, true)},
{F(false, false, false, true, false), F(false, false, false, true, true)}},
{{F(false, false, true, false, false), F(false, false, true, false, true)},
{F(false, false, true, true, false), F(false, false, true, true, true)}}},
{{{F(false, true, false, false, false), F(false, true, false, false, true)},
{F(false, true, false, true, false), F(false, true, false, true, true)}},
{{F(false, true, true, false, false), F(false, true, true, false, true)},
{F(false, true, true, true, false), F(false, true, true, true, true)}}}},
{{{{F(true, false, false, false, false), F(true, false, false, false, true)},
{F(true, false, false, true, false), F(true, false, false, true, true)}},
{{F(true, false, true, false, false), F(true, false, true, false, true)},
{F(true, false, true, true, false), F(true, false, true, true, true)}}},
{{{F(true, true, false, false, false), F(true, true, false, false, true)},
{F(true, true, false, true, false), F(true, true, false, true, true)}},
{{F(true, true, true, false, false), F(true, true, true, false, true)},
{F(true, true, true, true, false), F(true, true, true, true, true)}}}}};
#undef F
return funcs[u8(shading_enable)][u8(texture_enable)][u8(raw_texture_enable)][u8(transparency_enable)]
[u8(dithering_enable)];
}
template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
void GPU_SW::DrawRectangle(s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b, u8 origin_texcoord_x,
u8 origin_texcoord_y)
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{
const s32 start_x = TruncateVertexPosition(m_drawing_offset.x + origin_x);
const s32 start_y = TruncateVertexPosition(m_drawing_offset.y + origin_y);
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{
const u32 clip_left = static_cast<u32>(std::clamp<s32>(start_x, m_drawing_area.left, m_drawing_area.right));
const u32 clip_right =
static_cast<u32>(std::clamp<s32>(start_x + static_cast<s32>(width), m_drawing_area.left, m_drawing_area.right)) +
1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(start_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(start_y + static_cast<s32>(height), m_drawing_area.top, m_drawing_area.bottom)) +
1u;
AddDrawRectangleTicks(clip_right - clip_left, clip_bottom - clip_top, texture_enable);
}
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for (u32 offset_y = 0; offset_y < height; offset_y++)
{
const s32 y = start_y + static_cast<s32>(offset_y);
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if (y < static_cast<s32>(m_drawing_area.top) || y > static_cast<s32>(m_drawing_area.bottom))
continue;
const u8 texcoord_y = Truncate8(ZeroExtend32(origin_texcoord_y) + offset_y);
for (u32 offset_x = 0; offset_x < width; offset_x++)
{
const s32 x = start_x + static_cast<s32>(offset_x);
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if (x < static_cast<s32>(m_drawing_area.left) || x > static_cast<s32>(m_drawing_area.right))
continue;
const u8 texcoord_x = Truncate8(ZeroExtend32(origin_texcoord_x) + offset_x);
ShadePixel<texture_enable, raw_texture_enable, transparency_enable, false>(
static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
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}
}
}
constexpr GPU_SW::DitherLUT GPU_SW::ComputeDitherLUT()
{
DitherLUT lut = {};
for (u32 i = 0; i < DITHER_MATRIX_SIZE; i++)
{
for (u32 j = 0; j < DITHER_MATRIX_SIZE; j++)
{
for (s32 value = 0; value < DITHER_LUT_SIZE; value++)
{
const s32 dithered_value = (value + DITHER_MATRIX[i][j]) >> 3;
lut[i][j][value] = static_cast<u8>((dithered_value < 0) ? 0 : ((dithered_value > 31) ? 31 : dithered_value));
}
}
}
return lut;
}
static constexpr GPU_SW::DitherLUT s_dither_lut = GPU_SW::ComputeDitherLUT();
template<bool texture_enable, bool raw_texture_enable, bool transparency_enable, bool dithering_enable>
void GPU_SW::ShadePixel(u32 x, u32 y, u8 color_r, u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y)
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{
VRAMPixel color;
bool transparent;
if constexpr (texture_enable)
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{
// Apply texture window
// TODO: Precompute the second half
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texcoord_x = (texcoord_x & ~(m_draw_mode.texture_window_mask_x * 8u)) |
((m_draw_mode.texture_window_offset_x & m_draw_mode.texture_window_mask_x) * 8u);
texcoord_y = (texcoord_y & ~(m_draw_mode.texture_window_mask_y * 8u)) |
((m_draw_mode.texture_window_offset_y & m_draw_mode.texture_window_mask_y) * 8u);
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VRAMPixel texture_color;
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switch (m_draw_mode.GetTextureMode())
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{
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case GPU::TextureMode::Palette4Bit:
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{
const u16 palette_value =
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GetPixel(std::min<u32>(m_draw_mode.texture_page_x + ZeroExtend32(texcoord_x / 4), VRAM_WIDTH - 1),
std::min<u32>(m_draw_mode.texture_page_y + ZeroExtend32(texcoord_y), VRAM_HEIGHT - 1));
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const u16 palette_index = (palette_value >> ((texcoord_x % 4) * 4)) & 0x0Fu;
texture_color.bits =
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GetPixel(std::min<u32>(m_draw_mode.texture_palette_x + ZeroExtend32(palette_index), VRAM_WIDTH - 1),
m_draw_mode.texture_palette_y);
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}
break;
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case GPU::TextureMode::Palette8Bit:
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{
const u16 palette_value =
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GetPixel(std::min<u32>(m_draw_mode.texture_page_x + ZeroExtend32(texcoord_x / 2), VRAM_WIDTH - 1),
std::min<u32>(m_draw_mode.texture_page_y + ZeroExtend32(texcoord_y), VRAM_HEIGHT - 1));
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const u16 palette_index = (palette_value >> ((texcoord_x % 2) * 8)) & 0xFFu;
texture_color.bits =
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GetPixel(std::min<u32>(m_draw_mode.texture_palette_x + ZeroExtend32(palette_index), VRAM_WIDTH - 1),
m_draw_mode.texture_palette_y);
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}
break;
default:
{
texture_color.bits =
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GetPixel(std::min<u32>(m_draw_mode.texture_page_x + ZeroExtend32(texcoord_x), VRAM_WIDTH - 1),
std::min<u32>(m_draw_mode.texture_page_y + ZeroExtend32(texcoord_y), VRAM_HEIGHT - 1));
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}
break;
}
if (texture_color.bits == 0)
return;
transparent = texture_color.c;
if constexpr (raw_texture_enable)
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{
color.bits = texture_color.bits;
}
else
{
const u32 dither_y = (dithering_enable) ? (y & 3u) : 2u;
const u32 dither_x = (dithering_enable) ? (x & 3u) : 3u;
color.bits = (ZeroExtend16(s_dither_lut[dither_y][dither_x][(u16(texture_color.r) * u16(color_r)) >> 4]) << 0) |
(ZeroExtend16(s_dither_lut[dither_y][dither_x][(u16(texture_color.g) * u16(color_g)) >> 4]) << 5) |
(ZeroExtend16(s_dither_lut[dither_y][dither_x][(u16(texture_color.b) * u16(color_b)) >> 4]) << 10) |
(texture_color.bits & 0x8000u);
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}
}
else
{
transparent = true;
const u32 dither_y = (dithering_enable) ? (y & 3u) : 2u;
const u32 dither_x = (dithering_enable) ? (x & 3u) : 3u;
color.bits = (ZeroExtend16(s_dither_lut[dither_y][dither_x][color_r]) << 0) |
(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_g]) << 5) |
(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_b]) << 10);
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}
const VRAMPixel bg_color{GetPixel(static_cast<u32>(x), static_cast<u32>(y))};
if constexpr (transparency_enable)
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{
if (transparent)
{
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#define BLEND_AVERAGE(bg, fg) Truncate8(std::min<u32>((ZeroExtend32(bg) / 2) + (ZeroExtend32(fg) / 2), 0x1F))
#define BLEND_ADD(bg, fg) Truncate8(std::min<u32>(ZeroExtend32(bg) + ZeroExtend32(fg), 0x1F))
#define BLEND_SUBTRACT(bg, fg) Truncate8((bg > fg) ? ((bg) - (fg)) : 0)
#define BLEND_QUARTER(bg, fg) Truncate8(std::min<u32>(ZeroExtend32(bg) + ZeroExtend32(fg / 4), 0x1F))
#define BLEND_RGB(func) \
color.Set(func(bg_color.r.GetValue(), color.r.GetValue()), func(bg_color.g.GetValue(), color.g.GetValue()), \
func(bg_color.b.GetValue(), color.b.GetValue()), color.c.GetValue())
switch (m_draw_mode.GetTransparencyMode())
{
case GPU::TransparencyMode::HalfBackgroundPlusHalfForeground:
BLEND_RGB(BLEND_AVERAGE);
break;
case GPU::TransparencyMode::BackgroundPlusForeground:
BLEND_RGB(BLEND_ADD);
break;
case GPU::TransparencyMode::BackgroundMinusForeground:
BLEND_RGB(BLEND_SUBTRACT);
break;
case GPU::TransparencyMode::BackgroundPlusQuarterForeground:
BLEND_RGB(BLEND_QUARTER);
break;
default:
break;
}
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#undef BLEND_RGB
#undef BLEND_QUARTER
#undef BLEND_SUBTRACT
#undef BLEND_ADD
#undef BLEND_AVERAGE
}
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}
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else
{
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UNREFERENCED_VARIABLE(transparent);
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}
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const u16 mask_and = m_GPUSTAT.GetMaskAND();
if ((bg_color.bits & mask_and) != 0)
return;
if (IsInterlacedRenderingEnabled() && GetInterlacedDisplayLineOffset() == (static_cast<u32>(y) & 1u))
return;
SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
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}
constexpr FixedPointCoord GetLineCoordStep(s32 delta, s32 k)
{
s64 delta_fp = static_cast<s64>(ZeroExtend64(static_cast<u32>(delta)) << 32);
if (delta_fp < 0)
delta_fp -= s64(k - 1);
if (delta_fp > 0)
delta_fp += s64(k - 1);
return static_cast<FixedPointCoord>(delta_fp / k);
}
constexpr s32 FixedToIntCoord(FixedPointCoord x)
{
return static_cast<s32>(Truncate32(x >> COORD_FRAC_BITS));
}
constexpr FixedPointColor GetLineColorStep(s32 delta, s32 k)
{
return static_cast<s32>(static_cast<u32>(delta) << COLOR_FRAC_BITS) / k;
}
template<bool shading_enable, bool transparency_enable, bool dithering_enable>
void GPU_SW::DrawLine(const SWVertex* p0, const SWVertex* p1)
{
// Algorithm based on Mednafen.
if (p0->x > p1->x)
std::swap(p0, p1);
const s32 dx = p1->x - p0->x;
const s32 dy = p1->y - p0->y;
const s32 k = std::max(std::abs(dx), std::abs(dy));
{
// TODO: Move to base class
const s32 min_x = std::min(p0->x, p1->x);
const s32 max_x = std::max(p0->x, p1->x);
const s32 min_y = std::min(p0->y, p1->y);
const s32 max_y = std::max(p0->y, p1->y);
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.left));
const u32 clip_right = static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom = static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
AddDrawLineTicks(clip_right - clip_left, clip_bottom - clip_top, shading_enable);
}
FixedPointCoord step_x, step_y;
FixedPointColor step_r, step_g, step_b;
if (k > 0)
{
step_x = GetLineCoordStep(dx, k);
step_y = GetLineCoordStep(dy, k);
if constexpr (shading_enable)
{
step_r = GetLineColorStep(s32(ZeroExtend32(p1->color_r)) - s32(ZeroExtend32(p0->color_r)), k);
step_g = GetLineColorStep(s32(ZeroExtend32(p1->color_g)) - s32(ZeroExtend32(p0->color_g)), k);
step_b = GetLineColorStep(s32(ZeroExtend32(p1->color_b)) - s32(ZeroExtend32(p0->color_b)), k);
}
else
{
step_r = 0;
step_g = 0;
step_b = 0;
}
}
else
{
step_x = 0;
step_y = 0;
step_r = 0;
step_g = 0;
step_b = 0;
}
FixedPointCoord current_x = IntToFixedCoord(p0->x);
FixedPointCoord current_y = IntToFixedCoord(p0->y);
FixedPointColor current_r = IntToFixedColor(p0->color_r);
FixedPointColor current_g = IntToFixedColor(p0->color_g);
FixedPointColor current_b = IntToFixedColor(p0->color_b);
for (s32 i = 0; i <= k; i++)
{
const s32 x = m_drawing_offset.x + FixedToIntCoord(current_x);
const s32 y = m_drawing_offset.y + FixedToIntCoord(current_y);
const u8 r = shading_enable ? FixedColorToInt(current_r) : p0->color_r;
const u8 g = shading_enable ? FixedColorToInt(current_g) : p0->color_g;
const u8 b = shading_enable ? FixedColorToInt(current_b) : p0->color_b;
if (x >= static_cast<s32>(m_drawing_area.left) && x <= static_cast<s32>(m_drawing_area.right) &&
y >= static_cast<s32>(m_drawing_area.top) && y <= static_cast<s32>(m_drawing_area.bottom))
{
ShadePixel<false, false, transparency_enable, dithering_enable>(static_cast<u32>(x), static_cast<u32>(y), r, g, b,
0, 0);
}
current_x += step_x;
current_y += step_y;
if constexpr (shading_enable)
{
current_r += step_r;
current_g += step_g;
current_b += step_b;
}
}
}
GPU_SW::DrawLineFunction GPU_SW::GetDrawLineFunction(bool shading_enable, bool transparency_enable,
bool dithering_enable)
{
#define F(SHADING, TRANSPARENCY, DITHERING) &GPU_SW::DrawLine<SHADING, TRANSPARENCY, DITHERING>
static constexpr DrawLineFunction funcs[2][2][2] = {
{{F(false, false, false), F(false, false, true)}, {F(false, true, false), F(false, true, true)}},
{{F(true, false, false), F(true, false, true)}, {F(true, true, false), F(true, true, true)}}};
#undef F
return funcs[u8(shading_enable)][u8(transparency_enable)][u8(dithering_enable)];
}
GPU_SW::DrawRectangleFunction GPU_SW::GetDrawRectangleFunction(bool texture_enable, bool raw_texture_enable,
bool transparency_enable)
{
#define F(TEXTURE, RAW_TEXTURE, TRANSPARENCY) &GPU_SW::DrawRectangle<TEXTURE, RAW_TEXTURE, TRANSPARENCY>
static constexpr DrawRectangleFunction funcs[2][2][2] = {
{{F(false, false, false), F(false, false, true)}, {F(false, true, false), F(false, true, true)}},
{{F(true, false, false), F(true, false, true)}, {F(true, true, false), F(true, true, true)}}};
#undef F
return funcs[u8(texture_enable)][u8(raw_texture_enable)][u8(transparency_enable)];
}
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std::unique_ptr<GPU> GPU::CreateSoftwareRenderer()
{
return std::make_unique<GPU_SW>();
}