mirror of
https://github.com/dolphin-emu/dolphin.git
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164 lines
4.6 KiB
C++
164 lines
4.6 KiB
C++
// Copyright 2025 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/EFBInterface.h"
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#include <algorithm>
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#include <cmath>
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#include <memory>
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#include <fmt/format.h>
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#include "Common/MsgHandler.h"
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#include "Core/ConfigManager.h"
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#include "Core/System.h"
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#include "VideoCommon/AsyncRequests.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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std::unique_ptr<EFBInterfaceBase> g_efb_interface;
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EFBInterfaceBase::~EFBInterfaceBase() = default;
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bool EFBInterfaceBase::ShouldSkipAccess(u16 x, u16 y) const
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{
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return !g_ActiveConfig.bEFBAccessEnable || x >= EFB_WIDTH || y >= EFB_HEIGHT;
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}
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void HardwareEFBInterface::ReinterpretPixelData(EFBReinterpretType convtype)
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{
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g_framebuffer_manager->ReinterpretPixelData(convtype);
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}
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u32 HardwareEFBInterface::PeekColorInternal(u16 x, u16 y)
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{
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u32 color = AsyncRequests::GetInstance()->PushBlockingEvent([&] {
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INCSTAT(g_stats.this_frame.num_efb_peeks);
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return g_framebuffer_manager->PeekEFBColor(x, y);
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});
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// a little-endian value is expected to be returned
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color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24)
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{
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color = RGBA8ToRGBA6ToRGBA8(color);
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}
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else if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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}
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if (bpmem.zcontrol.pixel_format != PixelFormat::RGBA6_Z24)
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{
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color |= 0xFF000000;
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}
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return color;
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}
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u32 EFBInterfaceBase::PeekColor(u16 x, u16 y)
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{
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if (ShouldSkipAccess(x, y))
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return 0;
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u32 color = PeekColorInternal(x, y);
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// check what to do with the alpha channel (GX_PokeAlphaRead)
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PixelEngine::AlphaReadMode alpha_read_mode =
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Core::System::GetInstance().GetPixelEngine().GetAlphaReadMode();
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if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadNone)
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{
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return color;
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}
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else if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadFF)
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{
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return color | 0xFF000000;
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}
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else
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{
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if (alpha_read_mode != PixelEngine::AlphaReadMode::Read00)
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{
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PanicAlertFmt("Invalid PE alpha read mode: {}", static_cast<u16>(alpha_read_mode));
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}
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return color & 0x00FFFFFF;
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}
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}
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u32 HardwareEFBInterface::PeekDepthInternal(u16 x, u16 y)
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{
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float depth = AsyncRequests::GetInstance()->PushBlockingEvent([&] {
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INCSTAT(g_stats.this_frame.num_efb_peeks);
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return g_framebuffer_manager->PeekEFBDepth(x, y);
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});
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// Depth buffer is inverted for improved precision near far plane
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if (!g_backend_info.bSupportsReversedDepthRange)
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depth = 1.0f - depth;
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// Convert to 24bit depth
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u32 z24depth = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
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{
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// When in RGB565_Z16 mode, EFB Z peeks return a 16bit value, which is presumably a
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// resolved sample from the MSAA buffer.
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// Dolphin doesn't currently emulate the 3 sample MSAA mode (and potentially never will)
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// it just transparently upgrades the framebuffer to 24bit depth and color and whatever
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// level of MSAA and higher Internal Resolution the user has configured.
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// This is mostly transparent, unless the game does an EFB read.
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// But we can simply convert the 24bit depth on the fly to the 16bit depth the game expects.
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return CompressZ16(z24depth, bpmem.zcontrol.zformat);
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}
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return z24depth;
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}
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u32 EFBInterfaceBase::PeekDepth(u16 x, u16 y)
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{
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if (ShouldSkipAccess(x, y))
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return 0;
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return PeekDepthInternal(x, y);
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}
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void HardwareEFBInterface::PokeColor(u16 x, u16 y, u32 poke_data)
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{
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if (ShouldSkipAccess(x, y))
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return;
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// Convert to expected format (BGRA->RGBA)
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// TODO: Check alpha, depending on mode?
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const u32 color =
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((poke_data & 0xFF00FF00) | ((poke_data >> 16) & 0xFF) | ((poke_data << 16) & 0xFF0000));
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AsyncRequests::GetInstance()->PushEvent([x, y, color] {
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INCSTAT(g_stats.this_frame.num_efb_pokes);
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g_framebuffer_manager->PokeEFBColor(x, y, color);
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});
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}
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void HardwareEFBInterface::PokeDepth(u16 x, u16 y, u32 poke_data)
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{
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if (ShouldSkipAccess(x, y))
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return;
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// Convert to floating-point depth.
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float depth = float(poke_data & 0xFFFFFF) / 16777216.0f;
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if (!g_backend_info.bSupportsReversedDepthRange)
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depth = 1.0f - depth;
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AsyncRequests::GetInstance()->PushEvent([x, y, depth] {
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INCSTAT(g_stats.this_frame.num_efb_pokes);
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g_framebuffer_manager->PokeEFBDepth(x, y, depth);
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});
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}
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