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	Merge pull request #793 from neobrain/stencil
Pica: Implement stencil testing.
This commit is contained in:
		
						commit
						bf80ae6a1a
					
				@ -55,7 +55,9 @@ GraphicsFramebufferWidget::GraphicsFramebufferWidget(std::shared_ptr<Pica::Debug
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    framebuffer_format_control->addItem(tr("RGBA4"));
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    framebuffer_format_control->addItem(tr("D16"));
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    framebuffer_format_control->addItem(tr("D24"));
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    framebuffer_format_control->addItem(tr("D24S8"));
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    framebuffer_format_control->addItem(tr("D24X8"));
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    framebuffer_format_control->addItem(tr("X24S8"));
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    framebuffer_format_control->addItem(tr("(unknown)"));
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    // TODO: This QLabel should shrink the image to the available space rather than just expanding...
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    framebuffer_picture_label = new QLabel;
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@ -184,8 +186,32 @@ void GraphicsFramebufferWidget::OnUpdate()
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        framebuffer_address = framebuffer.GetColorBufferPhysicalAddress();
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        framebuffer_width = framebuffer.GetWidth();
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        framebuffer_height = framebuffer.GetHeight();
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        // TODO: It's unknown how this format is actually specified
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        framebuffer_format = Format::RGBA8;
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        switch (framebuffer.color_format) {
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        case Pica::Regs::ColorFormat::RGBA8:
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            framebuffer_format = Format::RGBA8;
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            break;
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        case Pica::Regs::ColorFormat::RGB8:
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            framebuffer_format = Format::RGB8;
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            break;
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        case Pica::Regs::ColorFormat::RGB5A1:
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            framebuffer_format = Format::RGB5A1;
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            break;
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        case Pica::Regs::ColorFormat::RGB565:
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            framebuffer_format = Format::RGB565;
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            break;
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        case Pica::Regs::ColorFormat::RGBA4:
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            framebuffer_format = Format::RGBA4;
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            break;
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        default:
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            framebuffer_format = Format::Unknown;
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            break;
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        }
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        break;
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    }
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@ -197,7 +223,24 @@ void GraphicsFramebufferWidget::OnUpdate()
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        framebuffer_address = framebuffer.GetDepthBufferPhysicalAddress();
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        framebuffer_width = framebuffer.GetWidth();
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        framebuffer_height = framebuffer.GetHeight();
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        framebuffer_format = Format::D16;
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        switch (framebuffer.depth_format) {
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        case Pica::Regs::DepthFormat::D16:
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            framebuffer_format = Format::D16;
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            break;
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        case Pica::Regs::DepthFormat::D24:
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            framebuffer_format = Format::D24;
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            break;
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        case Pica::Regs::DepthFormat::D24S8:
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            framebuffer_format = Format::D24X8;
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            break;
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        default:
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            framebuffer_format = Format::Unknown;
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            break;
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        }
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        break;
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    }
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@ -258,7 +301,7 @@ void GraphicsFramebufferWidget::OnUpdate()
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                color.b() = (data >> 16) & 0xFF;
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                break;
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            }
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            case Format::D24S8:
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            case Format::D24X8:
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            {
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                Math::Vec2<u32> data = Color::DecodeD24S8(pixel);
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                color.r() = data.x & 0xFF;
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@ -266,6 +309,12 @@ void GraphicsFramebufferWidget::OnUpdate()
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                color.b() = (data.x >> 16) & 0xFF;
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                break;
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            }
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            case Format::X24S8:
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            {
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                Math::Vec2<u32> data = Color::DecodeD24S8(pixel);
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                color.r() = color.g() = color.b() = data.y;
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                break;
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            }
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            default:
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                qDebug() << "Unknown fb color format " << static_cast<int>(framebuffer_format);
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                break;
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@ -286,7 +335,8 @@ void GraphicsFramebufferWidget::OnUpdate()
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u32 GraphicsFramebufferWidget::BytesPerPixel(GraphicsFramebufferWidget::Format format) {
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    switch (format) {
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        case Format::RGBA8:
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        case Format::D24S8:
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        case Format::D24X8:
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        case Format::X24S8:
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            return 4;
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        case Format::RGB8:
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        case Format::D24:
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@ -35,7 +35,9 @@ class GraphicsFramebufferWidget : public BreakPointObserverDock {
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        RGBA4    = 4,
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        D16      = 5,
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        D24      = 6,
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        D24S8    = 7
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        D24X8    = 7,
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        X24S8    = 8,
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        Unknown  = 9
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    };
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    static u32 BytesPerPixel(Format format);
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@ -208,7 +208,32 @@ inline void EncodeD24(u32 value, u8* bytes) {
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 * @param bytes Pointer where to store the encoded value
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 */
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inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) {
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    *reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth;
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    bytes[0] = depth & 0xFF;
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    bytes[1] = (depth >> 8) & 0xFF;
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    bytes[2] = (depth >> 16) & 0xFF;
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    bytes[3] = stencil;
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}
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/**
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 * Encode a 24 bit depth value as D24X8 format (32 bits per pixel with 8 bits unused)
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 * @param depth 24 bit source depth value to encode
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 * @param bytes Pointer where to store the encoded value
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 * @note unused bits will not be modified
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 */
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inline void EncodeD24X8(u32 depth, u8* bytes) {
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    bytes[0] = depth & 0xFF;
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    bytes[1] = (depth >> 8) & 0xFF;
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    bytes[2] = (depth >> 16) & 0xFF;
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}
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/**
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 * Encode an 8 bit stencil value as X24S8 format (32 bits per pixel with 24 bits unused)
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 * @param stencil 8 bit source stencil value to encode
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 * @param bytes Pointer where to store the encoded value
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 * @note unused bits will not be modified
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 */
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inline void EncodeX24S8(u8 stencil, u8* bytes) {
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    bytes[3] = stencil;
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}
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} // namespace
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@ -420,6 +420,11 @@ struct Regs {
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        GreaterThanOrEqual = 7,
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    };
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    enum class StencilAction : u32 {
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        Keep = 0,
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        Xor  = 5,
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    };
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    struct {
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        union {
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            // If false, logic blending is used
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@ -454,15 +459,35 @@ struct Regs {
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            BitField< 8, 8, u32> ref;
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        } alpha_test;
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        union {
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            BitField< 0, 1, u32> stencil_test_enable;
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            BitField< 4, 3, CompareFunc> stencil_test_func;
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            BitField< 8, 8, u32> stencil_replacement_value;
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            BitField<16, 8, u32> stencil_reference_value;
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            BitField<24, 8, u32> stencil_mask;
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        } stencil_test;
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        struct {
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            union {
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                // If true, enable stencil testing
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                BitField< 0, 1, u32> enable;
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        INSERT_PADDING_WORDS(0x1);
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                // Comparison operation for stencil testing
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                BitField< 4, 3, CompareFunc> func;
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                // Value to calculate the new stencil value from
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                BitField< 8, 8, u32> replacement_value;
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                // Value to compare against for stencil testing
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                BitField<16, 8, u32> reference_value;
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                // Mask to apply on stencil test inputs
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                BitField<24, 8, u32> mask;
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            };
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            union {
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                // Action to perform when the stencil test fails
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                BitField< 0, 3, StencilAction> action_stencil_fail;
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                // Action to perform when stencil testing passed but depth testing fails
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                BitField< 4, 3, StencilAction> action_depth_fail;
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                // Action to perform when both stencil and depth testing pass
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                BitField< 8, 3, StencilAction> action_depth_pass;
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            };
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        } stencil_test;
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        union {
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            BitField< 0, 1, u32> depth_test_enable;
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@ -512,7 +537,7 @@ struct Regs {
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    struct {
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        INSERT_PADDING_WORDS(0x6);
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        DepthFormat depth_format;
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        DepthFormat depth_format; // TODO: Should be a BitField!
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        BitField<16, 3, ColorFormat> color_format;
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        INSERT_PADDING_WORDS(0x4);
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@ -126,6 +126,30 @@ static u32 GetDepth(int x, int y) {
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    }
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}
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static u8 GetStencil(int x, int y) {
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    const auto& framebuffer = g_state.regs.framebuffer;
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    const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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    u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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    y = framebuffer.height - y;
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    const u32 coarse_y = y & ~7;
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    u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(framebuffer.depth_format);
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    u32 stride = framebuffer.width * bytes_per_pixel;
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    u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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    u8* src_pixel = depth_buffer + src_offset;
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    switch (framebuffer.depth_format) {
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        case Regs::DepthFormat::D24S8:
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            return Color::DecodeD24S8(src_pixel).y;
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        default:
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            LOG_WARNING(HW_GPU, "GetStencil called for function which doesn't have a stencil component (format %u)", framebuffer.depth_format);
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            return 0;
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    }
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}
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static void SetDepth(int x, int y, u32 value) {
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    const auto& framebuffer = g_state.regs.framebuffer;
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    const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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@ -144,13 +168,15 @@ static void SetDepth(int x, int y, u32 value) {
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        case Regs::DepthFormat::D16:
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            Color::EncodeD16(value, dst_pixel);
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            break;
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        case Regs::DepthFormat::D24:
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            Color::EncodeD24(value, dst_pixel);
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            break;
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        case Regs::DepthFormat::D24S8:
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            // TODO(Subv): Implement the stencil buffer
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            Color::EncodeD24S8(value, 0, dst_pixel);
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            Color::EncodeD24X8(value, dst_pixel);
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            break;
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        default:
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            LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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            UNIMPLEMENTED();
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@ -158,6 +184,53 @@ static void SetDepth(int x, int y, u32 value) {
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    }
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}
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static void SetStencil(int x, int y, u8 value) {
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    const auto& framebuffer = g_state.regs.framebuffer;
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    const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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    u8* depth_buffer = Memory::GetPhysicalPointer(addr);
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    y = framebuffer.height - y;
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    const u32 coarse_y = y & ~7;
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    u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(framebuffer.depth_format);
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    u32 stride = framebuffer.width * bytes_per_pixel;
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    u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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    u8* dst_pixel = depth_buffer + dst_offset;
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    switch (framebuffer.depth_format) {
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        case Pica::Regs::DepthFormat::D16:
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        case Pica::Regs::DepthFormat::D24:
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            // Nothing to do
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            break;
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        case Pica::Regs::DepthFormat::D24S8:
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            Color::EncodeX24S8(value, dst_pixel);
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            break;
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        default:
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            LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", framebuffer.depth_format);
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            UNIMPLEMENTED();
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            break;
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    }
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}
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// TODO: Should the stencil mask be applied to the "dest" or "ref" operands? Most likely not!
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static u8 PerformStencilAction(Regs::StencilAction action, u8 dest, u8 ref) {
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    switch (action) {
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    case Regs::StencilAction::Keep:
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        return dest;
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    case Regs::StencilAction::Xor:
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        return dest ^ ref;
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    default:
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        LOG_CRITICAL(HW_GPU, "Unknown stencil action %x", (int)action);
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        UNIMPLEMENTED();
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        return 0;
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    }
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}
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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struct Fix12P4 {
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    Fix12P4() {}
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@ -276,6 +349,9 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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    auto textures = regs.GetTextures();
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    auto tev_stages = regs.GetTevStages();
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    bool stencil_action_enable = g_state.regs.output_merger.stencil_test.enable && g_state.regs.framebuffer.depth_format == Regs::DepthFormat::D24S8;
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    const auto stencil_test = g_state.regs.output_merger.stencil_test;
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    // Enter rasterization loop, starting at the center of the topleft bounding box corner.
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    // TODO: Not sure if looping through x first might be faster
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    for (u16 y = min_y + 8; y < max_y; y += 0x10) {
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@ -647,6 +723,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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            }
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            const auto& output_merger = regs.output_merger;
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            // TODO: Does alpha testing happen before or after stencil?
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            if (output_merger.alpha_test.enable) {
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                bool pass = false;
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@ -688,6 +765,54 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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                    continue;
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            }
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            u8 old_stencil = 0;
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            if (stencil_action_enable) {
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                old_stencil = GetStencil(x >> 4, y >> 4);
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                u8 dest = old_stencil & stencil_test.mask;
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                u8 ref = stencil_test.reference_value & stencil_test.mask;
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                bool pass = false;
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                switch (stencil_test.func) {
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                case Regs::CompareFunc::Never:
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                    pass = false;
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                    break;
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                case Regs::CompareFunc::Always:
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                    pass = true;
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                    break;
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                case Regs::CompareFunc::Equal:
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                    pass = (ref == dest);
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                    break;
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                case Regs::CompareFunc::NotEqual:
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                    pass = (ref != dest);
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                    break;
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 | 
			
		||||
                case Regs::CompareFunc::LessThan:
 | 
			
		||||
                    pass = (ref < dest);
 | 
			
		||||
                    break;
 | 
			
		||||
 | 
			
		||||
                case Regs::CompareFunc::LessThanOrEqual:
 | 
			
		||||
                    pass = (ref <= dest);
 | 
			
		||||
                    break;
 | 
			
		||||
 | 
			
		||||
                case Regs::CompareFunc::GreaterThan:
 | 
			
		||||
                    pass = (ref > dest);
 | 
			
		||||
                    break;
 | 
			
		||||
 | 
			
		||||
                case Regs::CompareFunc::GreaterThanOrEqual:
 | 
			
		||||
                    pass = (ref >= dest);
 | 
			
		||||
                    break;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (!pass) {
 | 
			
		||||
                    u8 new_stencil = PerformStencilAction(stencil_test.action_stencil_fail, old_stencil, stencil_test.replacement_value);
 | 
			
		||||
                    SetStencil(x >> 4, y >> 4, new_stencil);
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // TODO: Does depth indeed only get written even if depth testing is enabled?
 | 
			
		||||
            if (output_merger.depth_test_enable) {
 | 
			
		||||
                unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
 | 
			
		||||
@ -732,11 +857,22 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
 | 
			
		||||
                    break;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (!pass)
 | 
			
		||||
                if (!pass) {
 | 
			
		||||
                    if (stencil_action_enable) {
 | 
			
		||||
                        u8 new_stencil = PerformStencilAction(stencil_test.action_depth_fail, old_stencil, stencil_test.replacement_value);
 | 
			
		||||
                        SetStencil(x >> 4, y >> 4, new_stencil);
 | 
			
		||||
                    }
 | 
			
		||||
                    continue;
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                if (output_merger.depth_write_enable)
 | 
			
		||||
                    SetDepth(x >> 4, y >> 4, z);
 | 
			
		||||
 | 
			
		||||
                if (stencil_action_enable) {
 | 
			
		||||
                    // TODO: What happens if stencil testing is enabled, but depth testing is not? Will stencil get updated anyway?
 | 
			
		||||
                    u8 new_stencil = PerformStencilAction(stencil_test.action_depth_pass, old_stencil, stencil_test.replacement_value);
 | 
			
		||||
                    SetStencil(x >> 4, y >> 4, new_stencil);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            auto dest = GetPixel(x >> 4, y >> 4);
 | 
			
		||||
 | 
			
		||||
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		Reference in New Issue
	
	Block a user