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	GPU: Implemented bits 3 and 1 from the display transfer flags.
Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA. Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa.
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					 6 changed files with 169 additions and 81 deletions
				
			
		|  | @ -23,6 +23,7 @@ | |||
| #include "video_core/color.h" | ||||
| #include "video_core/math.h" | ||||
| #include "video_core/pica.h" | ||||
| #include "video_core/utils.h" | ||||
| 
 | ||||
| #include "debug_utils.h" | ||||
| 
 | ||||
|  | @ -306,63 +307,33 @@ std::unique_ptr<PicaTrace> FinishPicaTracing() | |||
| } | ||||
| 
 | ||||
| const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info, bool disable_alpha) { | ||||
|     // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
 | ||||
|     // of which is composed of four 2x2 subtiles each of which is composed of four texels.
 | ||||
|     // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
 | ||||
|     // texels are laid out in a 2x2 subtile like this:
 | ||||
|     // 2 3
 | ||||
|     // 0 1
 | ||||
|     //
 | ||||
|     // The full 8x8 tile has the texels arranged like this:
 | ||||
|     //
 | ||||
|     // 42 43 46 47 58 59 62 63
 | ||||
|     // 40 41 44 45 56 57 60 61
 | ||||
|     // 34 35 38 39 50 51 54 55
 | ||||
|     // 32 33 36 37 48 49 52 53
 | ||||
|     // 10 11 14 15 26 27 30 31
 | ||||
|     // 08 09 12 13 24 25 28 29
 | ||||
|     // 02 03 06 07 18 19 22 23
 | ||||
|     // 00 01 04 05 16 17 20 21
 | ||||
| 
 | ||||
|     const unsigned int block_width = 8; | ||||
|     const unsigned int block_height = 8; | ||||
| 
 | ||||
|     const unsigned int coarse_x = x & ~7; | ||||
|     const unsigned int coarse_y = y & ~7; | ||||
| 
 | ||||
|     // Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
 | ||||
|     // arranged in a Z-order curve. More details on the bit manipulation at:
 | ||||
|     // https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
 | ||||
|     unsigned int i = (x & 7) | ((y & 7) << 8); // ---- -210
 | ||||
|     i = (i ^ (i << 2)) & 0x1313;               // ---2 --10
 | ||||
|     i = (i ^ (i << 1)) & 0x1515;               // ---2 -1-0
 | ||||
|     i = (i | (i >> 7)) & 0x3F; | ||||
| 
 | ||||
|     if (info.format != Regs::TextureFormat::ETC1 && | ||||
|         info.format != Regs::TextureFormat::ETC1A4) { | ||||
|         // TODO(neobrain): Fix code design to unify vertical block offsets!
 | ||||
|         source += coarse_y * info.stride; | ||||
|     } | ||||
|     const unsigned int offset = coarse_x * block_height; | ||||
| 
 | ||||
|      | ||||
|     // TODO: Assert that width/height are multiples of block dimensions
 | ||||
| 
 | ||||
|     switch (info.format) { | ||||
|     case Regs::TextureFormat::RGBA8: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset * 4 + i * 4; | ||||
|         const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 4); | ||||
|         return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? (u8)255 : source_ptr[0] }; | ||||
|     } | ||||
| 
 | ||||
|     case Regs::TextureFormat::RGB8: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset * 3 + i * 3; | ||||
|         const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 3); | ||||
|         return { source_ptr[2], source_ptr[1], source_ptr[0], 255 }; | ||||
|     } | ||||
| 
 | ||||
|     case Regs::TextureFormat::RGBA5551: | ||||
|     { | ||||
|         const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2); | ||||
|         const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2)); | ||||
|         u8 r = (source_ptr >> 11) & 0x1F; | ||||
|         u8 g = ((source_ptr) >> 6) & 0x1F; | ||||
|         u8 b = (source_ptr >> 1) & 0x1F; | ||||
|  | @ -373,7 +344,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
| 
 | ||||
|     case Regs::TextureFormat::RGB565: | ||||
|     { | ||||
|         const u16 source_ptr = *(const u16*)(source + offset * 2 + i * 2); | ||||
|         const u16 source_ptr = *(const u16*)(source + VideoCore::GetMortonOffset(x, y, 2)); | ||||
|         u8 r = Color::Convert5To8((source_ptr >> 11) & 0x1F); | ||||
|         u8 g = Color::Convert6To8(((source_ptr) >> 5) & 0x3F); | ||||
|         u8 b = Color::Convert5To8((source_ptr) & 0x1F); | ||||
|  | @ -382,7 +353,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
| 
 | ||||
|     case Regs::TextureFormat::RGBA4: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset * 2 + i * 2; | ||||
|         const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2); | ||||
|         u8 r = Color::Convert4To8(source_ptr[1] >> 4); | ||||
|         u8 g = Color::Convert4To8(source_ptr[1] & 0xF); | ||||
|         u8 b = Color::Convert4To8(source_ptr[0] >> 4); | ||||
|  | @ -392,7 +363,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
| 
 | ||||
|     case Regs::TextureFormat::IA8: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset * 2 + i * 2; | ||||
|         const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 2); | ||||
| 
 | ||||
|         if (disable_alpha) { | ||||
|             // Show intensity as red, alpha as green
 | ||||
|  | @ -404,13 +375,13 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
| 
 | ||||
|     case Regs::TextureFormat::I8: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset + i; | ||||
|         const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1); | ||||
|         return { *source_ptr, *source_ptr, *source_ptr, 255 }; | ||||
|     } | ||||
| 
 | ||||
|     case Regs::TextureFormat::A8: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset + i; | ||||
|         const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1); | ||||
| 
 | ||||
|         if (disable_alpha) { | ||||
|             return { *source_ptr, *source_ptr, *source_ptr, 255 }; | ||||
|  | @ -421,7 +392,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
| 
 | ||||
|     case Regs::TextureFormat::IA4: | ||||
|     { | ||||
|         const u8* source_ptr = source + offset + i; | ||||
|         const u8* source_ptr = source + VideoCore::GetMortonOffset(x, y, 1); | ||||
| 
 | ||||
|         u8 i = Color::Convert4To8(((*source_ptr) & 0xF0) >> 4); | ||||
|         u8 a = Color::Convert4To8((*source_ptr) & 0xF); | ||||
|  | @ -436,9 +407,10 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture | |||
| 
 | ||||
|     case Regs::TextureFormat::A4: | ||||
|     { | ||||
|         const u8* source_ptr = source + (offset + i) / 2; | ||||
|         u32 morton_offset = VideoCore::GetMortonOffset(x, y, 1); | ||||
|         const u8* source_ptr = source + morton_offset / 2; | ||||
| 
 | ||||
|         u8 a = (i % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF); | ||||
|         u8 a = (morton_offset % 2) ? ((*source_ptr & 0xF0) >> 4) : (*source_ptr & 0xF); | ||||
|         a = Color::Convert4To8(a); | ||||
| 
 | ||||
|         if (disable_alpha) { | ||||
|  |  | |||
|  | @ -7,13 +7,14 @@ | |||
| #include "common/common_types.h" | ||||
| #include "common/math_util.h" | ||||
| 
 | ||||
| #include "core/hw/gpu.h" | ||||
| #include "debug_utils/debug_utils.h" | ||||
| #include "math.h" | ||||
| #include "color.h" | ||||
| #include "pica.h" | ||||
| #include "rasterizer.h" | ||||
| #include "vertex_shader.h" | ||||
| 
 | ||||
| #include "debug_utils/debug_utils.h" | ||||
| #include "video_core/utils.h" | ||||
| 
 | ||||
| namespace Pica { | ||||
| 
 | ||||
|  | @ -27,10 +28,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { | |||
|     // NOTE: The framebuffer height register contains the actual FB height minus one.
 | ||||
|     y = (registers.framebuffer.height - y); | ||||
| 
 | ||||
|     const u32 coarse_y = y & ~7; | ||||
|     u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value())); | ||||
|     u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel; | ||||
| 
 | ||||
|     switch (registers.framebuffer.color_format) { | ||||
|     case registers.framebuffer.RGBA8: | ||||
|     { | ||||
|         u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4; | ||||
|         u8* pixel = color_buffer + dst_offset; | ||||
|         pixel[3] = color.r(); | ||||
|         pixel[2] = color.g(); | ||||
|         pixel[1] = color.b(); | ||||
|  | @ -40,14 +45,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) { | |||
| 
 | ||||
|     case registers.framebuffer.RGBA4: | ||||
|     { | ||||
|         u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2; | ||||
|         u8* pixel = color_buffer + dst_offset; | ||||
|         pixel[1] = (color.r() & 0xF0) | (color.g() >> 4); | ||||
|         pixel[0] = (color.b() & 0xF0) | (color.a() >> 4); | ||||
|         break; | ||||
|     } | ||||
| 
 | ||||
|     default: | ||||
|         LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format); | ||||
|         LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value()); | ||||
|         UNIMPLEMENTED(); | ||||
|     } | ||||
| } | ||||
|  | @ -58,11 +63,15 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { | |||
| 
 | ||||
|     y = (registers.framebuffer.height - y); | ||||
| 
 | ||||
|     const u32 coarse_y = y & ~7; | ||||
|     u32 bytes_per_pixel = GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(registers.framebuffer.color_format.Value())); | ||||
|     u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * registers.framebuffer.width * bytes_per_pixel; | ||||
| 
 | ||||
|     switch (registers.framebuffer.color_format) { | ||||
|     case registers.framebuffer.RGBA8: | ||||
|     { | ||||
|         Math::Vec4<u8> ret; | ||||
|         u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 4; | ||||
|         u8* pixel = color_buffer + src_offset; | ||||
|         ret.r() = pixel[3]; | ||||
|         ret.g() = pixel[2]; | ||||
|         ret.b() = pixel[1]; | ||||
|  | @ -73,7 +82,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { | |||
|     case registers.framebuffer.RGBA4: | ||||
|     { | ||||
|         Math::Vec4<u8> ret; | ||||
|         u8* pixel = color_buffer + (x + y * registers.framebuffer.GetWidth()) * 2; | ||||
|         u8* pixel = color_buffer + src_offset; | ||||
|         ret.r() = Color::Convert4To8(pixel[1] >> 4); | ||||
|         ret.g() = Color::Convert4To8(pixel[1] & 0x0F); | ||||
|         ret.b() = Color::Convert4To8(pixel[0] >> 4); | ||||
|  | @ -82,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { | |||
|     } | ||||
| 
 | ||||
|     default: | ||||
|         LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format); | ||||
|         LOG_CRITICAL(Render_Software, "Unknown framebuffer color format %x", registers.framebuffer.color_format.Value()); | ||||
|         UNIMPLEMENTED(); | ||||
|     } | ||||
| 
 | ||||
|  | @ -91,22 +100,28 @@ static const Math::Vec4<u8> GetPixel(int x, int y) { | |||
| 
 | ||||
| static u32 GetDepth(int x, int y) { | ||||
|     const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); | ||||
|     u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr))); | ||||
|     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
 | ||||
|     return *(depth_buffer + x + y * registers.framebuffer.GetWidth()); | ||||
|     return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride); | ||||
| } | ||||
| 
 | ||||
| static void SetDepth(int x, int y, u16 value) { | ||||
|     const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress(); | ||||
|     u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(addr))); | ||||
|     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
 | ||||
|     *(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value; | ||||
|     *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value; | ||||
| } | ||||
| 
 | ||||
| // NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
 | ||||
|  |  | |||
|  | @ -35,4 +35,54 @@ struct TGAHeader { | |||
|  */ | ||||
| void DumpTGA(std::string filename, short width, short height, u8* raw_data); | ||||
| 
 | ||||
| /**
 | ||||
|  * Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are | ||||
|  * arranged in a Z-order curve. More details on the bit manipulation at: | ||||
|  * https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
 | ||||
|  */ | ||||
| static inline u32 MortonInterleave(u32 x, u32 y) { | ||||
|     u32 i = (x & 7) | ((y & 7) << 8); // ---- -210
 | ||||
|     i = (i ^ (i << 2)) & 0x1313;      // ---2 --10
 | ||||
|     i = (i ^ (i << 1)) & 0x1515;      // ---2 -1-0
 | ||||
|     i = (i | (i >> 7)) & 0x3F; | ||||
|     return i; | ||||
| } | ||||
| 
 | ||||
| /**
 | ||||
|  * Calculates the offset of the position of the pixel in Morton order | ||||
|  */ | ||||
| static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) { | ||||
|     // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
 | ||||
|     // of which is composed of four 2x2 subtiles each of which is composed of four texels.
 | ||||
|     // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
 | ||||
|     // texels are laid out in a 2x2 subtile like this:
 | ||||
|     // 2 3
 | ||||
|     // 0 1
 | ||||
|     //
 | ||||
|     // The full 8x8 tile has the texels arranged like this:
 | ||||
|     //
 | ||||
|     // 42 43 46 47 58 59 62 63
 | ||||
|     // 40 41 44 45 56 57 60 61
 | ||||
|     // 34 35 38 39 50 51 54 55
 | ||||
|     // 32 33 36 37 48 49 52 53
 | ||||
|     // 10 11 14 15 26 27 30 31
 | ||||
|     // 08 09 12 13 24 25 28 29
 | ||||
|     // 02 03 06 07 18 19 22 23
 | ||||
|     // 00 01 04 05 16 17 20 21
 | ||||
|     //
 | ||||
|     // This pattern is what's called Z-order curve, or Morton order.
 | ||||
| 
 | ||||
|     const unsigned int block_width = 8; | ||||
|     const unsigned int block_height = 8; | ||||
| 
 | ||||
|     const unsigned int coarse_x = x & ~7; | ||||
|     const unsigned int coarse_y = y & ~7; | ||||
| 
 | ||||
|     u32 i = VideoCore::MortonInterleave(x, y); | ||||
| 
 | ||||
|     const unsigned int offset = coarse_x * block_height; | ||||
| 
 | ||||
|     return (i + offset) * bytes_per_pixel; | ||||
| } | ||||
| 
 | ||||
| } // namespace
 | ||||
|  |  | |||
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