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	GPU: Implemented more depth buffer formats.
This fixes the horizontal lines in Picross E, Cubic Ninja, Cave Story 3D and possibly others
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					 5 changed files with 120 additions and 14 deletions
				
			
		|  | @ -100,6 +100,33 @@ inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) { | |||
|         Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) }; | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Decode a depth value stored in D16 format | ||||
|  * @param bytes Pointer to encoded source value | ||||
|  * @return Depth value as an u32 | ||||
|  */ | ||||
| inline const u32 DecodeD16(const u8* bytes) { | ||||
|     return *reinterpret_cast<const u16_le*>(bytes); | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Decode a depth value stored in D24 format | ||||
|  * @param bytes Pointer to encoded source value | ||||
|  * @return Depth value as an u32 | ||||
|  */ | ||||
| inline const u32 DecodeD24(const u8* bytes) { | ||||
|     return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0]; | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Decode a depth value and a stencil value stored in D24S8 format | ||||
|  * @param bytes Pointer to encoded source values | ||||
|  * @return Resulting values stored as a Math::Vec2 | ||||
|  */ | ||||
| inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) { | ||||
|     return { (bytes[2] << 16) | (bytes[1] << 8) | bytes[0], bytes[3] }; | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Encode a color as RGBA8 format | ||||
|  * @param color Source color to encode | ||||
|  | @ -153,4 +180,34 @@ inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) { | |||
|         (Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a()); | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Encode a depth value as D16 format | ||||
|  * @param value Source depth value to encode | ||||
|  * @param bytes Pointer where to store the encoded value | ||||
|  */ | ||||
| inline void EncodeD16(u32 value, u8* bytes) { | ||||
|     *reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF; | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Encode a depth value as D24 format | ||||
|  * @param value Source depth value to encode | ||||
|  * @param bytes Pointer where to store the encoded value | ||||
|  */ | ||||
| inline void EncodeD24(u32 value, u8* bytes) { | ||||
|     bytes[0] = value & 0xFF; | ||||
|     bytes[1] = (value >> 8) & 0xFF; | ||||
|     bytes[2] = (value >> 16) & 0xFF; | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Encode depth and stencil values as D24S8 format | ||||
|  * @param depth Source depth values to encode | ||||
|  * @param stencil Source stencil value to encode | ||||
|  * @param bytes Pointer where to store the encoded value | ||||
|  */ | ||||
| inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) { | ||||
|     *reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth; | ||||
| } | ||||
| 
 | ||||
| } // namespace
 | ||||
|  |  | |||
|  | @ -418,6 +418,13 @@ struct Regs { | |||
|             RGBA4    = 4, | ||||
|         }; | ||||
| 
 | ||||
|         enum DepthFormat : u32 { | ||||
|             D16     = 0, | ||||
|          | ||||
|             D24     = 2, | ||||
|             D24S8   = 3 | ||||
|         }; | ||||
| 
 | ||||
|         INSERT_PADDING_WORDS(0x6); | ||||
| 
 | ||||
|         u32 depth_format; | ||||
|  |  | |||
|  | @ -91,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { | |||
|     } | ||||
| 
 | ||||
|     return {}; | ||||
|  } | ||||
| } | ||||
| 
 | ||||
| static u32 GetDepth(int x, int y) { | ||||
|     const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); | ||||
|  | @ -100,23 +100,65 @@ static u32 GetDepth(int x, int y) { | |||
|     y = (registers.framebuffer.height - y); | ||||
|      | ||||
|     const u32 coarse_y = y & ~7; | ||||
|     u32 stride = registers.framebuffer.width * 2; | ||||
| 
 | ||||
|     // Assuming 16-bit depth buffer format until actual format handling is implemented
 | ||||
|     return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); | ||||
|     switch (registers.framebuffer.depth_format) { | ||||
|         case registers.framebuffer.D16: | ||||
|         { | ||||
|             u32 stride = registers.framebuffer.width * 2; | ||||
|             return Color::DecodeD16(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); | ||||
|         } | ||||
|         case registers.framebuffer.D24: | ||||
|         { | ||||
|             u32 stride = registers.framebuffer.width * 3; | ||||
|             u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride; | ||||
|             return Color::DecodeD24(address); | ||||
|         } | ||||
|         case registers.framebuffer.D24S8: | ||||
|         { | ||||
|             u32 stride = registers.framebuffer.width * 4; | ||||
|             return Color::DecodeD24S8(depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride).x; | ||||
|         } | ||||
|         default: | ||||
|             LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format); | ||||
|             UNIMPLEMENTED(); | ||||
|             return 0; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| static void SetDepth(int x, int y, u16 value) { | ||||
| static void SetDepth(int x, int y, u32 value) { | ||||
|     const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); | ||||
|     u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr)); | ||||
| 
 | ||||
|     y = (registers.framebuffer.height - y); | ||||
| 
 | ||||
|     const u32 coarse_y = y & ~7; | ||||
|     u32 stride = registers.framebuffer.width * 2; | ||||
| 
 | ||||
|     // Assuming 16-bit depth buffer format until actual format handling is implemented
 | ||||
|     *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value; | ||||
|     switch (registers.framebuffer.depth_format) { | ||||
|         case registers.framebuffer.D16: | ||||
|         { | ||||
|             u32 stride = registers.framebuffer.width * 2; | ||||
|             Color::EncodeD16(value, depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); | ||||
|             break; | ||||
|         } | ||||
|         case registers.framebuffer.D24: | ||||
|         { | ||||
|             u32 stride = registers.framebuffer.width * 3; | ||||
|             u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride; | ||||
|             Color::EncodeD24(value, address); | ||||
|             break; | ||||
|         } | ||||
|         case registers.framebuffer.D24S8: | ||||
|         { | ||||
|             u32 stride = registers.framebuffer.width * 4; | ||||
|             // TODO(Subv): Implement the stencil buffer
 | ||||
|             Color::EncodeD24S8(value, 0, depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride); | ||||
|             break; | ||||
|         } | ||||
|         default: | ||||
|             LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format); | ||||
|             UNIMPLEMENTED(); | ||||
|             break; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
 | ||||
|  | @ -595,7 +637,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, | |||
|                 u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 + | ||||
|                             v1.screenpos[2].ToFloat32() * w1 + | ||||
|                             v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); | ||||
|                 u16 ref_z = GetDepth(x >> 4, y >> 4); | ||||
|                 u32 ref_z = GetDepth(x >> 4, y >> 4); | ||||
| 
 | ||||
|                 bool pass = false; | ||||
| 
 | ||||
|  |  | |||
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