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renderer_software: Fix screen rendering (#6664)
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@ -23,10 +23,8 @@ void RendererSoftware::SwapBuffers() {
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}
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void RendererSoftware::PrepareRenderTarget() {
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for (int i : {0, 1, 2}) {
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for (u32 i = 0; i < 3; i++) {
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const int fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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auto& info = screen_infos[i];
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u32 lcd_color_addr =
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(fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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@ -35,33 +33,29 @@ void RendererSoftware::PrepareRenderTarget() {
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LCD::Read(color_fill.raw, lcd_color_addr);
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if (!color_fill.is_enabled) {
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const u32 old_width = std::exchange(info.width, framebuffer.width);
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const u32 old_height = std::exchange(info.height, framebuffer.height);
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if (framebuffer.width != old_width || framebuffer.height != old_height) [[unlikely]] {
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info.pixels.resize(framebuffer.width * framebuffer.height * 4);
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}
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CopyPixels(i);
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LoadFBToScreenInfo(i);
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}
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}
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}
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void RendererSoftware::CopyPixels(int i) {
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void RendererSoftware::LoadFBToScreenInfo(int i) {
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const u32 fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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auto& info = screen_infos[i];
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const PAddr framebuffer_addr =
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framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
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const s32 bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
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const u8* framebuffer_data = memory.GetPhysicalPointer(framebuffer_addr);
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const s32 stride = framebuffer.stride;
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const s32 height = framebuffer.height;
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ASSERT(stride * height != 0);
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const s32 pixel_stride = framebuffer.stride / bpp;
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info.height = framebuffer.height;
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info.width = pixel_stride;
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info.pixels.resize(info.width * info.height * 4);
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u32 output_offset = 0;
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for (u32 y = 0; y < framebuffer.height; y++) {
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for (u32 x = 0; x < framebuffer.width; x++) {
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const u8* pixel = framebuffer_data + (y * stride + x) * bpp;
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for (u32 y = 0; y < info.height; y++) {
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for (u32 x = 0; x < info.width; x++) {
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const u8* pixel = framebuffer_data + (y * pixel_stride + pixel_stride - x) * bpp;
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const Common::Vec4 color = [&] {
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switch (framebuffer.color_format) {
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case GPU::Regs::PixelFormat::RGBA8:
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@ -77,9 +71,9 @@ void RendererSoftware::CopyPixels(int i) {
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}
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UNREACHABLE();
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}();
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u8* dest = screen_infos[i].pixels.data() + output_offset;
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const u32 output_offset = (x * info.height + y) * 4;
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u8* dest = info.pixels.data() + output_offset;
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std::memcpy(dest, color.AsArray(), sizeof(color));
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output_offset += sizeof(color);
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}
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}
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}
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@ -38,7 +38,7 @@ public:
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private:
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void PrepareRenderTarget();
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void CopyPixels(int i);
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void LoadFBToScreenInfo(int i);
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private:
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Memory::MemorySystem& memory;
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@ -399,8 +399,9 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
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const auto texture_color = TextureColor(uv, textures, tc0_w);
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Common::Vec4<u8> primary_fragment_color{0, 0, 0, 0};
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Common::Vec4<u8> secondary_fragment_color{0, 0, 0, 0};
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Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
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Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
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if (!regs.lighting.disable) {
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const auto normquat =
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Common::Quaternion<f32>{
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@ -421,7 +422,6 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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}
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// Write the TEV stages.
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Common::Vec4<u8> combiner_output =
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WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color,
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secondary_fragment_color);
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@ -663,11 +663,11 @@ Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y,
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return result;
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}
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Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
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void RasterizerSoftware::WriteTevConfig(
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std::span<const Common::Vec4<u8>, 4> texture_color,
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std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
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Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
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Common::Vec4<u8> secondary_fragment_color) const {
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Common::Vec4<u8> secondary_fragment_color) {
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/**
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* Texture environment - consists of 6 stages of color and alpha combining.
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* Color combiners take three input color values from some source (e.g. interpolated
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@ -676,7 +676,6 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
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* with some basic arithmetic. Alpha combiners can be configured separately but work
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* analogously.
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**/
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Common::Vec4<u8> combiner_output;
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Common::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
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Common::Vec4<u8> next_combiner_buffer =
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Common::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
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@ -767,7 +766,6 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
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next_combiner_buffer.a() = combiner_output.a();
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}
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}
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return combiner_output;
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}
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void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const {
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@ -55,11 +55,10 @@ private:
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Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const;
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/// Emulates the TEV configuration and returns the combiner output.
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Common::Vec4<u8> WriteTevConfig(
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std::span<const Common::Vec4<u8>, 4> texture_color,
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void WriteTevConfig(std::span<const Common::Vec4<u8>, 4> texture_color,
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std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
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Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
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Common::Vec4<u8> secondary_fragment_color) const;
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Common::Vec4<u8> secondary_fragment_color);
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/// Blends fog to the combiner output if enabled.
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void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const;
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@ -75,6 +74,9 @@ private:
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Pica::State& state;
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const Pica::Regs& regs;
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Framebuffer fb;
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// Kirby Blowout Blast relies on the combiner output of a previous draw
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// in order to render the sky correctly.
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Common::Vec4<u8> combiner_output{};
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};
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} // namespace SwRenderer
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