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https://github.com/dolphin-emu/dolphin.git
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4595b89ad8
I think this is a relic of D3D9. D3D11 and D3D12 seem to work fine without it. Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
338 lines
11 KiB
C++
338 lines
11 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/BPFunctions.h"
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#include <algorithm>
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#include <cmath>
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#include <string_view>
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/RenderState.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace BPFunctions
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{
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// ----------------------------------------------
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// State translation lookup tables
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// Reference: Yet Another GameCube Documentation
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// ----------------------------------------------
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void FlushPipeline()
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{
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g_vertex_manager->Flush();
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}
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void SetGenerationMode()
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{
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g_vertex_manager->SetRasterizationStateChanged();
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}
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void SetScissor()
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{
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/* NOTE: the minimum value here for the scissor rect is -342.
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* GX SDK functions internally add an offset of 342 to scissor coords to
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* ensure that the register was always unsigned.
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*
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* The code that was here before tried to "undo" this offset, but
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* since we always take the difference, the +342 added to both
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* sides cancels out. */
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/* NOTE: With a positive scissor offset, the scissor rect is shifted left and/or up;
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* With a negative scissor offset, the scissor rect is shifted right and/or down.
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*
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* GX SDK functions internally add an offset of 342 to scissor offset.
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* The scissor offset is always even, so to save space, the scissor offset register
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* is scaled down by 2. So, if somebody calls GX_SetScissorBoxOffset(20, 20);
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* the registers will be set to ((20 + 342) / 2 = 181, 181).
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*
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* The scissor offset register is 10bit signed [-512, 511].
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* e.g. In Super Mario Galaxy 1 and 2, during the "Boss roar effect",
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* for a scissor offset of (0, -464), the scissor offset register will be set to
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* (171, (-464 + 342) / 2 = -61).
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*/
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s32 xoff = bpmem.scissorOffset.x * 2;
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s32 yoff = bpmem.scissorOffset.y * 2;
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MathUtil::Rectangle<int> native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
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bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
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native_rc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
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auto target_rc = g_renderer->ConvertEFBRectangle(native_rc);
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auto converted_rc =
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g_renderer->ConvertFramebufferRectangle(target_rc, g_renderer->GetCurrentFramebuffer());
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g_renderer->SetScissorRect(converted_rc);
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}
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void SetViewport()
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{
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const s32 xoff = bpmem.scissorOffset.x * 2;
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const s32 yoff = bpmem.scissorOffset.y * 2;
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float raw_x = xfmem.viewport.xOrig - xfmem.viewport.wd - xoff;
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float raw_y = xfmem.viewport.yOrig + xfmem.viewport.ht - yoff;
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float raw_width = 2.0f * xfmem.viewport.wd;
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float raw_height = -2.0f * xfmem.viewport.ht;
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if (g_ActiveConfig.UseVertexRounding())
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{
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// Round the viewport to match full 1x IR pixels as well.
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// This eliminates a line in the archery mode in Wii Sports Resort at 3x IR and higher.
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raw_x = std::round(raw_x);
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raw_y = std::round(raw_y);
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raw_width = std::round(raw_width);
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raw_height = std::round(raw_height);
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}
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float x = g_renderer->EFBToScaledXf(raw_x);
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float y = g_renderer->EFBToScaledYf(raw_y);
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float width = g_renderer->EFBToScaledXf(raw_width);
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float height = g_renderer->EFBToScaledYf(raw_height);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (width < 0.f)
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{
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x += width;
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width *= -1;
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}
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if (height < 0.f)
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{
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y += height;
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height *= -1;
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}
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = std::clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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if (g_renderer->UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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}
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float near_depth, far_depth;
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if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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// Set the reversed depth range.
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near_depth = max_depth;
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far_depth = min_depth;
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}
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else
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{
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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near_depth = 1.0f - max_depth;
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far_depth = 1.0f - min_depth;
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}
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// Lower-left flip.
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if (g_ActiveConfig.backend_info.bUsesLowerLeftOrigin)
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y = static_cast<float>(g_renderer->GetCurrentFramebuffer()->GetHeight()) - y - height;
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g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
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}
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void SetDepthMode()
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{
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g_vertex_manager->SetDepthStateChanged();
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}
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void SetBlendMode()
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{
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g_vertex_manager->SetBlendingStateChanged();
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}
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/* Explanation of the magic behind ClearScreen:
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There's numerous possible formats for the pixel data in the EFB.
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However, in the HW accelerated backends we're always using RGBA8
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for the EFB format, which causes some problems:
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- We're using an alpha channel although the game doesn't
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- If the actual EFB format is RGBA6_Z24 or R5G6B5_Z16, we are using more bits per channel than the
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native HW
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To properly emulate the above points, we're doing the following:
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(1)
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- disable alpha channel writing of any kind of rendering if the actual EFB format doesn't use an
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alpha channel
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- NOTE: Always make sure that the EFB has been cleared to an alpha value of 0xFF in this case!
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- Same for color channels, these need to be cleared to 0x00 though.
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(2)
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- convert the RGBA8 color to RGBA6/RGB8/RGB565 and convert it to RGBA8 again
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- convert the Z24 depth value to Z16 and back to Z24
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*/
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void ClearScreen(const MathUtil::Rectangle<int>& rc)
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{
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bool colorEnable = (bpmem.blendmode.colorupdate != 0);
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bool alphaEnable = (bpmem.blendmode.alphaupdate != 0);
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bool zEnable = (bpmem.zmode.updateenable != 0);
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auto pixel_format = bpmem.zcontrol.pixel_format;
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// (1): Disable unused color channels
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if (pixel_format == PixelFormat::RGB8_Z24 || pixel_format == PixelFormat::RGB565_Z16 ||
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pixel_format == PixelFormat::Z24)
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{
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alphaEnable = false;
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}
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if (colorEnable || alphaEnable || zEnable)
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{
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u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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u32 z = bpmem.clearZValue;
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// (2) drop additional accuracy
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if (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 (pixel_format == PixelFormat::RGB565_Z16)
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{
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color = RGBA8ToRGB565ToRGBA8(color);
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z = Z24ToZ16ToZ24(z);
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}
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g_renderer->ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
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}
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}
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void OnPixelFormatChange()
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{
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// TODO : Check for Z compression format change
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// When using 16bit Z, the game may enable a special compression format which we might need to
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// handle. Only a few games like RS2 and RS3 even use z compression but it looks like they
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// always use ZFAR when using 16bit Z (on top of linear 24bit Z)
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// Besides, we currently don't even emulate 16bit depth and force it to 24bit.
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/*
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* When changing the EFB format, the pixel data won't get converted to the new format but stays
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* the same.
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* Since we are always using an RGBA8 buffer though, this causes issues in some games.
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* Thus, we reinterpret the old EFB data with the new format here.
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*/
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if (!g_ActiveConfig.bEFBEmulateFormatChanges)
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return;
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const auto old_format = g_renderer->GetPrevPixelFormat();
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const auto new_format = bpmem.zcontrol.pixel_format;
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g_renderer->StorePixelFormat(new_format);
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DEBUG_LOG_FMT(VIDEO, "pixelfmt: pixel={}, zc={}", new_format, bpmem.zcontrol.zformat);
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// no need to reinterpret pixel data in these cases
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if (new_format == old_format || old_format == PixelFormat::INVALID_FMT)
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return;
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// Check for pixel format changes
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switch (old_format)
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{
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case PixelFormat::RGB8_Z24:
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case PixelFormat::Z24:
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{
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// Z24 and RGB8_Z24 are treated equal, so just return in this case
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if (new_format == PixelFormat::RGB8_Z24 || new_format == PixelFormat::Z24)
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return;
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if (new_format == PixelFormat::RGBA6_Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB8ToRGBA6);
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return;
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}
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else if (new_format == PixelFormat::RGB565_Z16)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB8ToRGB565);
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return;
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}
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}
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break;
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case PixelFormat::RGBA6_Z24:
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{
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if (new_format == PixelFormat::RGB8_Z24 || new_format == PixelFormat::Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGBA6ToRGB8);
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return;
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}
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else if (new_format == PixelFormat::RGB565_Z16)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGBA6ToRGB565);
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return;
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}
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}
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break;
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case PixelFormat::RGB565_Z16:
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{
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if (new_format == PixelFormat::RGB8_Z24 || new_format == PixelFormat::Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB565ToRGB8);
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return;
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}
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else if (new_format == PixelFormat::RGBA6_Z24)
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{
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g_renderer->ReinterpretPixelData(EFBReinterpretType::RGB565ToRGBA6);
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return;
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}
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}
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break;
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default:
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break;
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}
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ERROR_LOG_FMT(VIDEO, "Unhandled EFB format change: {} to {}", old_format, new_format);
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}
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void SetInterlacingMode(const BPCmd& bp)
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{
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// TODO
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switch (bp.address)
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{
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case BPMEM_FIELDMODE:
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{
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// SDK always sets bpmem.lineptwidth.lineaspect via BPMEM_LINEPTWIDTH
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// just before this cmd
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DEBUG_LOG_FMT(VIDEO, "BPMEM_FIELDMODE texLOD:{} lineaspect:{}", bpmem.fieldmode.texLOD,
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bpmem.lineptwidth.adjust_for_aspect_ratio);
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}
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break;
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case BPMEM_FIELDMASK:
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{
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// Determines if fields will be written to EFB (always computed)
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DEBUG_LOG_FMT(VIDEO, "BPMEM_FIELDMASK even:{} odd:{}", bpmem.fieldmask.even,
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bpmem.fieldmask.odd);
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}
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break;
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default:
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ERROR_LOG_FMT(VIDEO, "SetInterlacingMode default");
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break;
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}
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}
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}; // namespace BPFunctions
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