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author | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2017-01-29 00:59:36 +0100 |
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committer | Yuri Kunde Schlesner <yuriks@yuriks.net> | 2017-02-13 03:08:11 +0100 |
commit | e24717bca04a51fe185e5dbbb4918e31c923e8fa (patch) | |
tree | 2895fb88f190a7cc49ef19835cff6aa3d85fc3ff /src/video_core/rasterizer.cpp | |
parent | video_core/shader: Document sanitized MUL operation (diff) | |
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Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r-- | src/video_core/rasterizer.cpp | 1299 |
1 files changed, 0 insertions, 1299 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp deleted file mode 100644 index 83a08ebd7..000000000 --- a/src/video_core/rasterizer.cpp +++ /dev/null @@ -1,1299 +0,0 @@ -// Copyright 2014 Citra Emulator Project -// Licensed under GPLv2 or any later version -// Refer to the license.txt file included. - -#include <algorithm> -#include <array> -#include <cmath> -#include "common/assert.h" -#include "common/bit_field.h" -#include "common/color.h" -#include "common/common_types.h" -#include "common/logging/log.h" -#include "common/math_util.h" -#include "common/microprofile.h" -#include "common/vector_math.h" -#include "core/hw/gpu.h" -#include "core/memory.h" -#include "video_core/debug_utils/debug_utils.h" -#include "video_core/pica_state.h" -#include "video_core/pica_types.h" -#include "video_core/rasterizer.h" -#include "video_core/regs_framebuffer.h" -#include "video_core/regs_rasterizer.h" -#include "video_core/regs_texturing.h" -#include "video_core/shader/shader.h" -#include "video_core/texture/texture_decode.h" -#include "video_core/utils.h" - -namespace Pica { - -namespace Rasterizer { - -static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { - const auto& framebuffer = g_state.regs.framebuffer.framebuffer; - const PAddr addr = framebuffer.GetColorBufferPhysicalAddress(); - - // Similarly to textures, the render framebuffer is laid out from bottom to top, too. - // NOTE: The framebuffer height register contains the actual FB height minus one. - y = framebuffer.height - y; - - const u32 coarse_y = y & ~7; - u32 bytes_per_pixel = - GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value())); - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + - coarse_y * framebuffer.width * bytes_per_pixel; - u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset; - - switch (framebuffer.color_format) { - case FramebufferRegs::ColorFormat::RGBA8: - Color::EncodeRGBA8(color, dst_pixel); - break; - - case FramebufferRegs::ColorFormat::RGB8: - Color::EncodeRGB8(color, dst_pixel); - break; - - case FramebufferRegs::ColorFormat::RGB5A1: - Color::EncodeRGB5A1(color, dst_pixel); - break; - - case FramebufferRegs::ColorFormat::RGB565: - Color::EncodeRGB565(color, dst_pixel); - break; - - case FramebufferRegs::ColorFormat::RGBA4: - Color::EncodeRGBA4(color, dst_pixel); - break; - - default: - LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", - framebuffer.color_format.Value()); - UNIMPLEMENTED(); - } -} - -static const Math::Vec4<u8> GetPixel(int x, int y) { - const auto& framebuffer = g_state.regs.framebuffer.framebuffer; - const PAddr addr = framebuffer.GetColorBufferPhysicalAddress(); - - y = framebuffer.height - y; - - const u32 coarse_y = y & ~7; - u32 bytes_per_pixel = - GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value())); - u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + - coarse_y * framebuffer.width * bytes_per_pixel; - u8* src_pixel = Memory::GetPhysicalPointer(addr) + src_offset; - - switch (framebuffer.color_format) { - case FramebufferRegs::ColorFormat::RGBA8: - return Color::DecodeRGBA8(src_pixel); - - case FramebufferRegs::ColorFormat::RGB8: - return Color::DecodeRGB8(src_pixel); - - case FramebufferRegs::ColorFormat::RGB5A1: - return Color::DecodeRGB5A1(src_pixel); - - case FramebufferRegs::ColorFormat::RGB565: - return Color::DecodeRGB565(src_pixel); - - case FramebufferRegs::ColorFormat::RGBA4: - return Color::DecodeRGBA4(src_pixel); - - default: - LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", - framebuffer.color_format.Value()); - UNIMPLEMENTED(); - } - - return {0, 0, 0, 0}; -} - -static u32 GetDepth(int x, int y) { - const auto& framebuffer = g_state.regs.framebuffer.framebuffer; - const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); - u8* depth_buffer = Memory::GetPhysicalPointer(addr); - - y = framebuffer.height - y; - - const u32 coarse_y = y & ~7; - u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format); - u32 stride = framebuffer.width * bytes_per_pixel; - - u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; - u8* src_pixel = depth_buffer + src_offset; - - switch (framebuffer.depth_format) { - case FramebufferRegs::DepthFormat::D16: - return Color::DecodeD16(src_pixel); - case FramebufferRegs::DepthFormat::D24: - return Color::DecodeD24(src_pixel); - case FramebufferRegs::DepthFormat::D24S8: - return Color::DecodeD24S8(src_pixel).x; - default: - LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format); - UNIMPLEMENTED(); - return 0; - } -} - -static u8 GetStencil(int x, int y) { - const auto& framebuffer = g_state.regs.framebuffer.framebuffer; - const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); - u8* depth_buffer = Memory::GetPhysicalPointer(addr); - - y = framebuffer.height - y; - - const u32 coarse_y = y & ~7; - u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format); - u32 stride = framebuffer.width * bytes_per_pixel; - - u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; - u8* src_pixel = depth_buffer + src_offset; - - switch (framebuffer.depth_format) { - case FramebufferRegs::DepthFormat::D24S8: - return Color::DecodeD24S8(src_pixel).y; - - default: - LOG_WARNING( - HW_GPU, - "GetStencil called for function which doesn't have a stencil component (format %u)", - framebuffer.depth_format); - return 0; - } -} - -static void SetDepth(int x, int y, u32 value) { - const auto& framebuffer = g_state.regs.framebuffer.framebuffer; - const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); - u8* depth_buffer = Memory::GetPhysicalPointer(addr); - - y = framebuffer.height - y; - - const u32 coarse_y = y & ~7; - u32 bytes_per_pixel = FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format); - u32 stride = framebuffer.width * bytes_per_pixel; - - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; - u8* dst_pixel = depth_buffer + dst_offset; - - switch (framebuffer.depth_format) { - case FramebufferRegs::DepthFormat::D16: - Color::EncodeD16(value, dst_pixel); - break; - - case FramebufferRegs::DepthFormat::D24: - Color::EncodeD24(value, dst_pixel); - break; - - case FramebufferRegs::DepthFormat::D24S8: - Color::EncodeD24X8(value, dst_pixel); - break; - - default: - LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format); - UNIMPLEMENTED(); - break; - } -} - -static void SetStencil(int x, int y, u8 value) { - const auto& framebuffer = g_state.regs.framebuffer.framebuffer; - const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); - u8* depth_buffer = Memory::GetPhysicalPointer(addr); - - y = framebuffer.height - y; - - const u32 coarse_y = y & ~7; - u32 bytes_per_pixel = Pica::FramebufferRegs::BytesPerDepthPixel(framebuffer.depth_format); - u32 stride = framebuffer.width * bytes_per_pixel; - - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; - u8* dst_pixel = depth_buffer + dst_offset; - - switch (framebuffer.depth_format) { - case Pica::FramebufferRegs::DepthFormat::D16: - case Pica::FramebufferRegs::DepthFormat::D24: - // Nothing to do - break; - - case Pica::FramebufferRegs::DepthFormat::D24S8: - Color::EncodeX24S8(value, dst_pixel); - break; - - default: - LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format); - UNIMPLEMENTED(); - break; - } -} - -static u8 PerformStencilAction(FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref) { - switch (action) { - case FramebufferRegs::StencilAction::Keep: - return old_stencil; - - case FramebufferRegs::StencilAction::Zero: - return 0; - - case FramebufferRegs::StencilAction::Replace: - return ref; - - case FramebufferRegs::StencilAction::Increment: - // Saturated increment - return std::min<u8>(old_stencil, 254) + 1; - - case FramebufferRegs::StencilAction::Decrement: - // Saturated decrement - return std::max<u8>(old_stencil, 1) - 1; - - case FramebufferRegs::StencilAction::Invert: - return ~old_stencil; - - case FramebufferRegs::StencilAction::IncrementWrap: - return old_stencil + 1; - - case FramebufferRegs::StencilAction::DecrementWrap: - return old_stencil - 1; - - default: - LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action); - UNIMPLEMENTED(); - return 0; - } -} - -// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values -struct Fix12P4 { - Fix12P4() {} - Fix12P4(u16 val) : val(val) {} - - static u16 FracMask() { - return 0xF; - } - static u16 IntMask() { - return (u16)~0xF; - } - - operator u16() const { - return val; - } - - bool operator<(const Fix12P4& oth) const { - return (u16) * this < (u16)oth; - } - -private: - u16 val; -}; - -/** - * Calculate signed area of the triangle spanned by the three argument vertices. - * The sign denotes an orientation. - * - * @todo define orientation concretely. - */ -static int SignedArea(const Math::Vec2<Fix12P4>& vtx1, const Math::Vec2<Fix12P4>& vtx2, - const Math::Vec2<Fix12P4>& vtx3) { - const auto vec1 = Math::MakeVec(vtx2 - vtx1, 0); - const auto vec2 = Math::MakeVec(vtx3 - vtx1, 0); - // TODO: There is a very small chance this will overflow for sizeof(int) == 4 - return Math::Cross(vec1, vec2).z; -}; - -MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240)); - -/** - * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing - * culling via recursion. - */ -static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2, - bool reversed = false) { - const auto& regs = g_state.regs; - MICROPROFILE_SCOPE(GPU_Rasterization); - - // vertex positions in rasterizer coordinates - static auto FloatToFix = [](float24 flt) { - // TODO: Rounding here is necessary to prevent garbage pixels at - // triangle borders. Is it that the correct solution, though? - return Fix12P4(static_cast<unsigned short>(round(flt.ToFloat32() * 16.0f))); - }; - static auto ScreenToRasterizerCoordinates = [](const Math::Vec3<float24>& vec) { - return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)}; - }; - - Math::Vec3<Fix12P4> vtxpos[3]{ScreenToRasterizerCoordinates(v0.screenpos), - ScreenToRasterizerCoordinates(v1.screenpos), - ScreenToRasterizerCoordinates(v2.screenpos)}; - - if (regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepAll) { - // Make sure we always end up with a triangle wound counter-clockwise - if (!reversed && SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) { - ProcessTriangleInternal(v0, v2, v1, true); - return; - } - } else { - if (!reversed && regs.rasterizer.cull_mode == RasterizerRegs::CullMode::KeepClockWise) { - // Reverse vertex order and use the CCW code path. - ProcessTriangleInternal(v0, v2, v1, true); - return; - } - - // Cull away triangles which are wound clockwise. - if (SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) <= 0) - return; - } - - u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x}); - u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y}); - u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x}); - u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y}); - - // Convert the scissor box coordinates to 12.4 fixed point - u16 scissor_x1 = (u16)(regs.rasterizer.scissor_test.x1 << 4); - u16 scissor_y1 = (u16)(regs.rasterizer.scissor_test.y1 << 4); - // x2,y2 have +1 added to cover the entire sub-pixel area - u16 scissor_x2 = (u16)((regs.rasterizer.scissor_test.x2 + 1) << 4); - u16 scissor_y2 = (u16)((regs.rasterizer.scissor_test.y2 + 1) << 4); - - if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Include) { - // Calculate the new bounds - min_x = std::max(min_x, scissor_x1); - min_y = std::max(min_y, scissor_y1); - max_x = std::min(max_x, scissor_x2); - max_y = std::min(max_y, scissor_y2); - } - - min_x &= Fix12P4::IntMask(); - min_y &= Fix12P4::IntMask(); - max_x = ((max_x + Fix12P4::FracMask()) & Fix12P4::IntMask()); - max_y = ((max_y + Fix12P4::FracMask()) & Fix12P4::IntMask()); - - // Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not - // drawn. Pixels on any other triangle border are drawn. This is implemented with three bias - // values which are added to the barycentric coordinates w0, w1 and w2, respectively. - // NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones... - auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx, - const Math::Vec2<Fix12P4>& line1, - const Math::Vec2<Fix12P4>& line2) { - if (line1.y == line2.y) { - // just check if vertex is above us => bottom line parallel to x-axis - return vtx.y < line1.y; - } else { - // check if vertex is on our left => right side - // TODO: Not sure how likely this is to overflow - return (int)vtx.x < (int)line1.x + - ((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) / - ((int)line2.y - (int)line1.y); - } - }; - int bias0 = - IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0; - int bias1 = - IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0; - int bias2 = - IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0; - - auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w); - - auto textures = regs.texturing.GetTextures(); - auto tev_stages = regs.texturing.GetTevStages(); - - bool stencil_action_enable = - g_state.regs.framebuffer.output_merger.stencil_test.enable && - g_state.regs.framebuffer.framebuffer.depth_format == FramebufferRegs::DepthFormat::D24S8; - const auto stencil_test = g_state.regs.framebuffer.output_merger.stencil_test; - - // Enter rasterization loop, starting at the center of the topleft bounding box corner. - // TODO: Not sure if looping through x first might be faster - for (u16 y = min_y + 8; y < max_y; y += 0x10) { - for (u16 x = min_x + 8; x < max_x; x += 0x10) { - - // Do not process the pixel if it's inside the scissor box and the scissor mode is set - // to Exclude - if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) { - if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2) - continue; - } - - // Calculate the barycentric coordinates w0, w1 and w2 - int w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y}); - int w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y}); - int w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y}); - int wsum = w0 + w1 + w2; - - // If current pixel is not covered by the current primitive - if (w0 < 0 || w1 < 0 || w2 < 0) - continue; - - auto baricentric_coordinates = - Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)), - float24::FromFloat32(static_cast<float>(w1)), - float24::FromFloat32(static_cast<float>(w2))); - float24 interpolated_w_inverse = - float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates); - - // interpolated_z = z / w - float interpolated_z_over_w = - (v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 + - v2.screenpos[2].ToFloat32() * w2) / - wsum; - - // Not fully accurate. About 3 bits in precision are missing. - // Z-Buffer (z / w * scale + offset) - float depth_scale = float24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32(); - float depth_offset = - float24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32(); - float depth = interpolated_z_over_w * depth_scale + depth_offset; - - // Potentially switch to W-Buffer - if (regs.rasterizer.depthmap_enable == - Pica::RasterizerRegs::DepthBuffering::WBuffering) { - // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w) - depth *= interpolated_w_inverse.ToFloat32() * wsum; - } - - // Clamp the result - depth = MathUtil::Clamp(depth, 0.0f, 1.0f); - - // Perspective correct attribute interpolation: - // Attribute values cannot be calculated by simple linear interpolation since - // they are not linear in screen space. For example, when interpolating a - // texture coordinate across two vertices, something simple like - // u = (u0*w0 + u1*w1)/(w0+w1) - // will not work. However, the attribute value divided by the - // clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear - // in screenspace. Hence, we can linearly interpolate these two independently and - // calculate the interpolated attribute by dividing the results. - // I.e. - // u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1) - // one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1) - // u = u_over_w / one_over_w - // - // The generalization to three vertices is straightforward in baricentric coordinates. - auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) { - auto attr_over_w = Math::MakeVec(attr0, attr1, attr2); - float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates); - return interpolated_attr_over_w * interpolated_w_inverse; - }; - - Math::Vec4<u8> primary_color{ - (u8)( - GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() * - 255), - (u8)( - GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() * - 255), - (u8)( - GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() * - 255), - (u8)( - GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * - 255), - }; - - Math::Vec2<float24> uv[3]; - uv[0].u() = GetInterpolatedAttribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); - uv[0].v() = GetInterpolatedAttribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v()); - uv[1].u() = GetInterpolatedAttribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u()); - uv[1].v() = GetInterpolatedAttribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v()); - uv[2].u() = GetInterpolatedAttribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u()); - uv[2].v() = GetInterpolatedAttribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v()); - - Math::Vec4<u8> texture_color[3]{}; - for (int i = 0; i < 3; ++i) { - const auto& texture = textures[i]; - if (!texture.enabled) - continue; - - DEBUG_ASSERT(0 != texture.config.address); - - float24 u = uv[i].u(); - float24 v = uv[i].v(); - - // Only unit 0 respects the texturing type (according to 3DBrew) - // TODO: Refactor so cubemaps and shadowmaps can be handled - if (i == 0) { - switch (texture.config.type) { - case TexturingRegs::TextureConfig::Texture2D: - break; - case TexturingRegs::TextureConfig::Projection2D: { - auto tc0_w = GetInterpolatedAttribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); - u /= tc0_w; - v /= tc0_w; - break; - } - default: - // TODO: Change to LOG_ERROR when more types are handled. - LOG_DEBUG(HW_GPU, "Unhandled texture type %x", (int)texture.config.type); - UNIMPLEMENTED(); - break; - } - } - - int s = (int)(u * float24::FromFloat32(static_cast<float>(texture.config.width))) - .ToFloat32(); - int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height))) - .ToFloat32(); - - static auto GetWrappedTexCoord = [](TexturingRegs::TextureConfig::WrapMode mode, - int val, unsigned size) { - switch (mode) { - case TexturingRegs::TextureConfig::ClampToEdge: - val = std::max(val, 0); - val = std::min(val, (int)size - 1); - return val; - - case TexturingRegs::TextureConfig::ClampToBorder: - return val; - - case TexturingRegs::TextureConfig::Repeat: - return (int)((unsigned)val % size); - - case TexturingRegs::TextureConfig::MirroredRepeat: { - unsigned int coord = ((unsigned)val % (2 * size)); - if (coord >= size) - coord = 2 * size - 1 - coord; - return (int)coord; - } - - default: - LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x", (int)mode); - UNIMPLEMENTED(); - return 0; - } - }; - - if ((texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder && - (s < 0 || static_cast<u32>(s) >= texture.config.width)) || - (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder && - (t < 0 || static_cast<u32>(t) >= texture.config.height))) { - auto border_color = texture.config.border_color; - texture_color[i] = {border_color.r, border_color.g, border_color.b, - border_color.a}; - } else { - // Textures are laid out from bottom to top, hence we invert the t coordinate. - // NOTE: This may not be the right place for the inversion. - // TODO: Check if this applies to ETC textures, too. - s = GetWrappedTexCoord(texture.config.wrap_s, s, texture.config.width); - t = texture.config.height - 1 - - GetWrappedTexCoord(texture.config.wrap_t, t, texture.config.height); - - u8* texture_data = - Memory::GetPhysicalPointer(texture.config.GetPhysicalAddress()); - auto info = - Texture::TextureInfo::FromPicaRegister(texture.config, texture.format); - - // TODO: Apply the min and mag filters to the texture - texture_color[i] = Texture::LookupTexture(texture_data, s, t, info); -#if PICA_DUMP_TEXTURES - DebugUtils::DumpTexture(texture.config, texture_data); -#endif - } - } - - // Texture environment - consists of 6 stages of color and alpha combining. - // - // Color combiners take three input color values from some source (e.g. interpolated - // vertex color, texture color, previous stage, etc), perform some very simple - // operations on each of them (e.g. inversion) and then calculate the output color - // with some basic arithmetic. Alpha combiners can be configured separately but work - // analogously. - Math::Vec4<u8> combiner_output; - Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0}; - Math::Vec4<u8> next_combiner_buffer = { - regs.texturing.tev_combiner_buffer_color.r, - regs.texturing.tev_combiner_buffer_color.g, - regs.texturing.tev_combiner_buffer_color.b, - regs.texturing.tev_combiner_buffer_color.a, - }; - - for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); - ++tev_stage_index) { - const auto& tev_stage = tev_stages[tev_stage_index]; - using Source = TexturingRegs::TevStageConfig::Source; - using ColorModifier = TexturingRegs::TevStageConfig::ColorModifier; - using AlphaModifier = TexturingRegs::TevStageConfig::AlphaModifier; - using Operation = TexturingRegs::TevStageConfig::Operation; - - auto GetSource = [&](Source source) -> Math::Vec4<u8> { - switch (source) { - case Source::PrimaryColor: - - // HACK: Until we implement fragment lighting, use primary_color - case Source::PrimaryFragmentColor: - return primary_color; - - // HACK: Until we implement fragment lighting, use zero - case Source::SecondaryFragmentColor: - return {0, 0, 0, 0}; - - case Source::Texture0: - return texture_color[0]; - - case Source::Texture1: - return texture_color[1]; - - case Source::Texture2: - return texture_color[2]; - - case Source::PreviousBuffer: - return combiner_buffer; - - case Source::Constant: - return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b, - tev_stage.const_a}; - - case Source::Previous: - return combiner_output; - - default: - LOG_ERROR(HW_GPU, "Unknown color combiner source %d", (int)source); - UNIMPLEMENTED(); - return {0, 0, 0, 0}; - } - }; - - static auto GetColorModifier = [](ColorModifier factor, - const Math::Vec4<u8>& values) -> Math::Vec3<u8> { - switch (factor) { - case ColorModifier::SourceColor: - return values.rgb(); - - case ColorModifier::OneMinusSourceColor: - return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>(); - - case ColorModifier::SourceAlpha: - return values.aaa(); - - case ColorModifier::OneMinusSourceAlpha: - return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>(); - - case ColorModifier::SourceRed: - return values.rrr(); - - case ColorModifier::OneMinusSourceRed: - return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>(); - - case ColorModifier::SourceGreen: - return values.ggg(); - - case ColorModifier::OneMinusSourceGreen: - return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>(); - - case ColorModifier::SourceBlue: - return values.bbb(); - - case ColorModifier::OneMinusSourceBlue: - return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>(); - } - }; - - static auto GetAlphaModifier = [](AlphaModifier factor, - const Math::Vec4<u8>& values) -> u8 { - switch (factor) { - case AlphaModifier::SourceAlpha: - return values.a(); - - case AlphaModifier::OneMinusSourceAlpha: - return 255 - values.a(); - - case AlphaModifier::SourceRed: - return values.r(); - - case AlphaModifier::OneMinusSourceRed: - return 255 - values.r(); - - case AlphaModifier::SourceGreen: - return values.g(); - - case AlphaModifier::OneMinusSourceGreen: - return 255 - values.g(); - - case AlphaModifier::SourceBlue: - return values.b(); - - case AlphaModifier::OneMinusSourceBlue: - return 255 - values.b(); - } - }; - - static auto ColorCombine = [](Operation op, - const Math::Vec3<u8> input[3]) -> Math::Vec3<u8> { - switch (op) { - case Operation::Replace: - return input[0]; - - case Operation::Modulate: - return ((input[0] * input[1]) / 255).Cast<u8>(); - - case Operation::Add: { - auto result = input[0] + input[1]; - result.r() = std::min(255, result.r()); - result.g() = std::min(255, result.g()); - result.b() = std::min(255, result.b()); - return result.Cast<u8>(); - } - - case Operation::AddSigned: { - // TODO(bunnei): Verify that the color conversion from (float) 0.5f to - // (byte) 128 is correct - auto result = input[0].Cast<int>() + input[1].Cast<int>() - - Math::MakeVec<int>(128, 128, 128); - result.r() = MathUtil::Clamp<int>(result.r(), 0, 255); - result.g() = MathUtil::Clamp<int>(result.g(), 0, 255); - result.b() = MathUtil::Clamp<int>(result.b(), 0, 255); - return result.Cast<u8>(); - } - - case Operation::Lerp: - return ((input[0] * input[2] + - input[1] * - (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) / - 255) - .Cast<u8>(); - - case Operation::Subtract: { - auto result = input[0].Cast<int>() - input[1].Cast<int>(); - result.r() = std::max(0, result.r()); - result.g() = std::max(0, result.g()); - result.b() = std::max(0, result.b()); - return result.Cast<u8>(); - } - - case Operation::MultiplyThenAdd: { - auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255; - result.r() = std::min(255, result.r()); - result.g() = std::min(255, result.g()); - result.b() = std::min(255, result.b()); - return result.Cast<u8>(); - } - - case Operation::AddThenMultiply: { - auto result = input[0] + input[1]; - result.r() = std::min(255, result.r()); - result.g() = std::min(255, result.g()); - result.b() = std::min(255, result.b()); - result = (result * input[2].Cast<int>()) / 255; - return result.Cast<u8>(); - } - case Operation::Dot3_RGB: { - // Not fully accurate. - // Worst case scenario seems to yield a +/-3 error - // Some HW results indicate that the per-component computation can't have a - // higher precision than 1/256, - // while dot3_rgb( (0x80,g0,b0),(0x7F,g1,b1) ) and dot3_rgb( - // (0x80,g0,b0),(0x80,g1,b1) ) give different results - int result = - ((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 + - ((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 + - ((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256; - result = std::max(0, std::min(255, result)); - return {(u8)result, (u8)result, (u8)result}; - } - default: - LOG_ERROR(HW_GPU, "Unknown color combiner operation %d", (int)op); - UNIMPLEMENTED(); - return {0, 0, 0}; - } - }; - - static auto AlphaCombine = [](Operation op, const std::array<u8, 3>& input) -> u8 { - switch (op) { - case Operation::Replace: - return input[0]; - - case Operation::Modulate: - return input[0] * input[1] / 255; - - case Operation::Add: - return std::min(255, input[0] + input[1]); - - case Operation::AddSigned: { - // TODO(bunnei): Verify that the color conversion from (float) 0.5f to - // (byte) 128 is correct - auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128; - return static_cast<u8>(MathUtil::Clamp<int>(result, 0, 255)); - } - - case Operation::Lerp: - return (input[0] * input[2] + input[1] * (255 - input[2])) / 255; - - case Operation::Subtract: - return std::max(0, (int)input[0] - (int)input[1]); - - case Operation::MultiplyThenAdd: - return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255); - - case Operation::AddThenMultiply: - return (std::min(255, (input[0] + input[1])) * input[2]) / 255; - - default: - LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d", (int)op); - UNIMPLEMENTED(); - return 0; - } - }; - - // color combiner - // NOTE: Not sure if the alpha combiner might use the color output of the previous - // stage as input. Hence, we currently don't directly write the result to - // combiner_output.rgb(), but instead store it in a temporary variable until - // alpha combining has been done. - Math::Vec3<u8> color_result[3] = { - GetColorModifier(tev_stage.color_modifier1, GetSource(tev_stage.color_source1)), - GetColorModifier(tev_stage.color_modifier2, GetSource(tev_stage.color_source2)), - GetColorModifier(tev_stage.color_modifier3, GetSource(tev_stage.color_source3)), - }; - auto color_output = ColorCombine(tev_stage.color_op, color_result); - - // alpha combiner - std::array<u8, 3> alpha_result = {{ - GetAlphaModifier(tev_stage.alpha_modifier1, GetSource(tev_stage.alpha_source1)), - GetAlphaModifier(tev_stage.alpha_modifier2, GetSource(tev_stage.alpha_source2)), - GetAlphaModifier(tev_stage.alpha_modifier3, GetSource(tev_stage.alpha_source3)), - }}; - auto alpha_output = AlphaCombine(tev_stage.alpha_op, alpha_result); - - combiner_output[0] = - std::min((unsigned)255, color_output.r() * tev_stage.GetColorMultiplier()); - combiner_output[1] = - std::min((unsigned)255, color_output.g() * tev_stage.GetColorMultiplier()); - combiner_output[2] = - std::min((unsigned)255, color_output.b() * tev_stage.GetColorMultiplier()); - combiner_output[3] = - std::min((unsigned)255, alpha_output * tev_stage.GetAlphaMultiplier()); - - combiner_buffer = next_combiner_buffer; - - if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor( - tev_stage_index)) { - next_combiner_buffer.r() = combiner_output.r(); - next_combiner_buffer.g() = combiner_output.g(); - next_combiner_buffer.b() = combiner_output.b(); - } - - if (regs.texturing.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha( - tev_stage_index)) { - next_combiner_buffer.a() = combiner_output.a(); - } - } - - const auto& output_merger = regs.framebuffer.output_merger; - // TODO: Does alpha testing happen before or after stencil? - if (output_merger.alpha_test.enable) { - bool pass = false; - - switch (output_merger.alpha_test.func) { - case FramebufferRegs::CompareFunc::Never: - pass = false; - break; - - case FramebufferRegs::CompareFunc::Always: - pass = true; - break; - - case FramebufferRegs::CompareFunc::Equal: - pass = combiner_output.a() == output_merger.alpha_test.ref; - break; - - case FramebufferRegs::CompareFunc::NotEqual: - pass = combiner_output.a() != output_merger.alpha_test.ref; - break; - - case FramebufferRegs::CompareFunc::LessThan: - pass = combiner_output.a() < output_merger.alpha_test.ref; - break; - - case FramebufferRegs::CompareFunc::LessThanOrEqual: - pass = combiner_output.a() <= output_merger.alpha_test.ref; - break; - - case FramebufferRegs::CompareFunc::GreaterThan: - pass = combiner_output.a() > output_merger.alpha_test.ref; - break; - - case FramebufferRegs::CompareFunc::GreaterThanOrEqual: - pass = combiner_output.a() >= output_merger.alpha_test.ref; - break; - } - - if (!pass) - continue; - } - - // Apply fog combiner - // Not fully accurate. We'd have to know what data type is used to - // store the depth etc. Using float for now until we know more - // about Pica datatypes - if (regs.texturing.fog_mode == TexturingRegs::FogMode::Fog) { - const Math::Vec3<u8> fog_color = { - static_cast<u8>(regs.texturing.fog_color.r.Value()), - static_cast<u8>(regs.texturing.fog_color.g.Value()), - static_cast<u8>(regs.texturing.fog_color.b.Value()), - }; - - // Get index into fog LUT - float fog_index; - if (g_state.regs.texturing.fog_flip) { - fog_index = (1.0f - depth) * 128.0f; - } else { - fog_index = depth * 128.0f; - } - - // Generate clamped fog factor from LUT for given fog index - float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f); - float fog_f = fog_index - fog_i; - const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)]; - float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) / - 2047.0f; // This is signed fixed point 1.11 - fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f); - - // Blend the fog - for (unsigned i = 0; i < 3; i++) { - combiner_output[i] = static_cast<u8>(fog_factor * combiner_output[i] + - (1.0f - fog_factor) * fog_color[i]); - } - } - - u8 old_stencil = 0; - - auto UpdateStencil = [stencil_test, x, y, - &old_stencil](Pica::FramebufferRegs::StencilAction action) { - u8 new_stencil = - PerformStencilAction(action, old_stencil, stencil_test.reference_value); - if (g_state.regs.framebuffer.framebuffer.allow_depth_stencil_write != 0) - SetStencil(x >> 4, y >> 4, (new_stencil & stencil_test.write_mask) | - (old_stencil & ~stencil_test.write_mask)); - }; - - if (stencil_action_enable) { - old_stencil = GetStencil(x >> 4, y >> 4); - u8 dest = old_stencil & stencil_test.input_mask; - u8 ref = stencil_test.reference_value & stencil_test.input_mask; - - bool pass = false; - switch (stencil_test.func) { - case FramebufferRegs::CompareFunc::Never: - pass = false; - break; - - case FramebufferRegs::CompareFunc::Always: - pass = true; - break; - - case FramebufferRegs::CompareFunc::Equal: - pass = (ref == dest); - break; - - case FramebufferRegs::CompareFunc::NotEqual: - pass = (ref != dest); - break; - - case FramebufferRegs::CompareFunc::LessThan: - pass = (ref < dest); - break; - - case FramebufferRegs::CompareFunc::LessThanOrEqual: - pass = (ref <= dest); - break; - - case FramebufferRegs::CompareFunc::GreaterThan: - pass = (ref > dest); - break; - - case FramebufferRegs::CompareFunc::GreaterThanOrEqual: - pass = (ref >= dest); - break; - } - - if (!pass) { - UpdateStencil(stencil_test.action_stencil_fail); - continue; - } - } - - // Convert float to integer - unsigned num_bits = - FramebufferRegs::DepthBitsPerPixel(regs.framebuffer.framebuffer.depth_format); - u32 z = (u32)(depth * ((1 << num_bits) - 1)); - - if (output_merger.depth_test_enable) { - u32 ref_z = GetDepth(x >> 4, y >> 4); - - bool pass = false; - - switch (output_merger.depth_test_func) { - case FramebufferRegs::CompareFunc::Never: - pass = false; - break; - - case FramebufferRegs::CompareFunc::Always: - pass = true; - break; - - case FramebufferRegs::CompareFunc::Equal: - pass = z == ref_z; - break; - - case FramebufferRegs::CompareFunc::NotEqual: - pass = z != ref_z; - break; - - case FramebufferRegs::CompareFunc::LessThan: - pass = z < ref_z; - break; - - case FramebufferRegs::CompareFunc::LessThanOrEqual: - pass = z <= ref_z; - break; - - case FramebufferRegs::CompareFunc::GreaterThan: - pass = z > ref_z; - break; - - case FramebufferRegs::CompareFunc::GreaterThanOrEqual: - pass = z >= ref_z; - break; - } - - if (!pass) { - if (stencil_action_enable) - UpdateStencil(stencil_test.action_depth_fail); - continue; - } - } - - if (regs.framebuffer.framebuffer.allow_depth_stencil_write != 0 && - output_merger.depth_write_enable) { - - SetDepth(x >> 4, y >> 4, z); - } - - // The stencil depth_pass action is executed even if depth testing is disabled - if (stencil_action_enable) - UpdateStencil(stencil_test.action_depth_pass); - - auto dest = GetPixel(x >> 4, y >> 4); - Math::Vec4<u8> blend_output = combiner_output; - - if (output_merger.alphablend_enable) { - auto params = output_merger.alpha_blending; - - auto LookupFactor = [&](unsigned channel, - FramebufferRegs::BlendFactor factor) -> u8 { - DEBUG_ASSERT(channel < 4); - - const Math::Vec4<u8> blend_const = { - static_cast<u8>(output_merger.blend_const.r), - static_cast<u8>(output_merger.blend_const.g), - static_cast<u8>(output_merger.blend_const.b), - static_cast<u8>(output_merger.blend_const.a), - }; - - switch (factor) { - case FramebufferRegs::BlendFactor::Zero: - return 0; - - case FramebufferRegs::BlendFactor::One: - return 255; - - case FramebufferRegs::BlendFactor::SourceColor: - return combiner_output[channel]; - - case FramebufferRegs::BlendFactor::OneMinusSourceColor: - return 255 - combiner_output[channel]; - - case FramebufferRegs::BlendFactor::DestColor: - return dest[channel]; - - case FramebufferRegs::BlendFactor::OneMinusDestColor: - return 255 - dest[channel]; - - case FramebufferRegs::BlendFactor::SourceAlpha: - return combiner_output.a(); - - case FramebufferRegs::BlendFactor::OneMinusSourceAlpha: - return 255 - combiner_output.a(); - - case FramebufferRegs::BlendFactor::DestAlpha: - return dest.a(); - - case FramebufferRegs::BlendFactor::OneMinusDestAlpha: - return 255 - dest.a(); - - case FramebufferRegs::BlendFactor::ConstantColor: - return blend_const[channel]; - - case FramebufferRegs::BlendFactor::OneMinusConstantColor: - return 255 - blend_const[channel]; - - case FramebufferRegs::BlendFactor::ConstantAlpha: - return blend_const.a(); - - case FramebufferRegs::BlendFactor::OneMinusConstantAlpha: - return 255 - blend_const.a(); - - case FramebufferRegs::BlendFactor::SourceAlphaSaturate: - // Returns 1.0 for the alpha channel - if (channel == 3) - return 255; - return std::min(combiner_output.a(), static_cast<u8>(255 - dest.a())); - - default: - LOG_CRITICAL(HW_GPU, "Unknown blend factor %x", factor); - UNIMPLEMENTED(); - break; - } - - return combiner_output[channel]; - }; - - static auto EvaluateBlendEquation = []( - const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor, - const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor, - FramebufferRegs::BlendEquation equation) { - - Math::Vec4<int> result; - - auto src_result = (src * srcfactor).Cast<int>(); - auto dst_result = (dest * destfactor).Cast<int>(); - - switch (equation) { - case FramebufferRegs::BlendEquation::Add: - result = (src_result + dst_result) / 255; - break; - - case FramebufferRegs::BlendEquation::Subtract: - result = (src_result - dst_result) / 255; - break; - - case FramebufferRegs::BlendEquation::ReverseSubtract: - result = (dst_result - src_result) / 255; - break; - - // TODO: How do these two actually work? - // OpenGL doesn't include the blend factors in the min/max computations, - // but is this what the 3DS actually does? - case FramebufferRegs::BlendEquation::Min: - result.r() = std::min(src.r(), dest.r()); - result.g() = std::min(src.g(), dest.g()); - result.b() = std::min(src.b(), dest.b()); - result.a() = std::min(src.a(), dest.a()); - break; - - case FramebufferRegs::BlendEquation::Max: - result.r() = std::max(src.r(), dest.r()); - result.g() = std::max(src.g(), dest.g()); - result.b() = std::max(src.b(), dest.b()); - result.a() = std::max(src.a(), dest.a()); - break; - - default: - LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation); - UNIMPLEMENTED(); - } - - return Math::Vec4<u8>( - MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255), - MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255)); - }; - - auto srcfactor = Math::MakeVec(LookupFactor(0, params.factor_source_rgb), - LookupFactor(1, params.factor_source_rgb), - LookupFactor(2, params.factor_source_rgb), - LookupFactor(3, params.factor_source_a)); - - auto dstfactor = Math::MakeVec(LookupFactor(0, params.factor_dest_rgb), - LookupFactor(1, params.factor_dest_rgb), - LookupFactor(2, params.factor_dest_rgb), - LookupFactor(3, params.factor_dest_a)); - - blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, - params.blend_equation_rgb); - blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest, - dstfactor, params.blend_equation_a) - .a(); - } else { - static auto LogicOp = [](u8 src, u8 dest, FramebufferRegs::LogicOp op) -> u8 { - switch (op) { - case FramebufferRegs::LogicOp::Clear: - return 0; - - case FramebufferRegs::LogicOp::And: - return src & dest; - - case FramebufferRegs::LogicOp::AndReverse: - return src & ~dest; - - case FramebufferRegs::LogicOp::Copy: - return src; - - case FramebufferRegs::LogicOp::Set: - return 255; - - case FramebufferRegs::LogicOp::CopyInverted: - return ~src; - - case FramebufferRegs::LogicOp::NoOp: - return dest; - - case FramebufferRegs::LogicOp::Invert: - return ~dest; - - case FramebufferRegs::LogicOp::Nand: - return ~(src & dest); - - case FramebufferRegs::LogicOp::Or: - return src | dest; - - case FramebufferRegs::LogicOp::Nor: - return ~(src | dest); - - case FramebufferRegs::LogicOp::Xor: - return src ^ dest; - - case FramebufferRegs::LogicOp::Equiv: - return ~(src ^ dest); - - case FramebufferRegs::LogicOp::AndInverted: - return ~src & dest; - - case FramebufferRegs::LogicOp::OrReverse: - return src | ~dest; - - case FramebufferRegs::LogicOp::OrInverted: - return ~src | dest; - } - }; - - blend_output = - Math::MakeVec(LogicOp(combiner_output.r(), dest.r(), output_merger.logic_op), - LogicOp(combiner_output.g(), dest.g(), output_merger.logic_op), - LogicOp(combiner_output.b(), dest.b(), output_merger.logic_op), - LogicOp(combiner_output.a(), dest.a(), output_merger.logic_op)); - } - - const Math::Vec4<u8> result = { - output_merger.red_enable ? blend_output.r() : dest.r(), - output_merger.green_enable ? blend_output.g() : dest.g(), - output_merger.blue_enable ? blend_output.b() : dest.b(), - output_merger.alpha_enable ? blend_output.a() : dest.a(), - }; - - if (regs.framebuffer.framebuffer.allow_color_write != 0) - DrawPixel(x >> 4, y >> 4, result); - } - } -} - -void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) { - ProcessTriangleInternal(v0, v1, v2); -} - -} // namespace Rasterizer - -} // namespace Pica |