renderer_software: Fix screen rendering (#6664)

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GPUCode 2023-07-07 03:15:59 +03:00 committed by GitHub
parent cf9bb90ae3
commit 80033b84cb
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 28 additions and 34 deletions

View file

@ -23,10 +23,8 @@ void RendererSoftware::SwapBuffers() {
}
void RendererSoftware::PrepareRenderTarget() {
for (int i : {0, 1, 2}) {
for (u32 i = 0; i < 3; i++) {
const int fb_id = i == 2 ? 1 : 0;
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
auto& info = screen_infos[i];
u32 lcd_color_addr =
(fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
@ -35,33 +33,29 @@ void RendererSoftware::PrepareRenderTarget() {
LCD::Read(color_fill.raw, lcd_color_addr);
if (!color_fill.is_enabled) {
const u32 old_width = std::exchange(info.width, framebuffer.width);
const u32 old_height = std::exchange(info.height, framebuffer.height);
if (framebuffer.width != old_width || framebuffer.height != old_height) [[unlikely]] {
info.pixels.resize(framebuffer.width * framebuffer.height * 4);
}
CopyPixels(i);
LoadFBToScreenInfo(i);
}
}
}
void RendererSoftware::CopyPixels(int i) {
void RendererSoftware::LoadFBToScreenInfo(int i) {
const u32 fb_id = i == 2 ? 1 : 0;
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
auto& info = screen_infos[i];
const PAddr framebuffer_addr =
framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
const s32 bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
const u8* framebuffer_data = memory.GetPhysicalPointer(framebuffer_addr);
const s32 stride = framebuffer.stride;
const s32 height = framebuffer.height;
ASSERT(stride * height != 0);
const s32 pixel_stride = framebuffer.stride / bpp;
info.height = framebuffer.height;
info.width = pixel_stride;
info.pixels.resize(info.width * info.height * 4);
u32 output_offset = 0;
for (u32 y = 0; y < framebuffer.height; y++) {
for (u32 x = 0; x < framebuffer.width; x++) {
const u8* pixel = framebuffer_data + (y * stride + x) * bpp;
for (u32 y = 0; y < info.height; y++) {
for (u32 x = 0; x < info.width; x++) {
const u8* pixel = framebuffer_data + (y * pixel_stride + pixel_stride - x) * bpp;
const Common::Vec4 color = [&] {
switch (framebuffer.color_format) {
case GPU::Regs::PixelFormat::RGBA8:
@ -77,9 +71,9 @@ void RendererSoftware::CopyPixels(int i) {
}
UNREACHABLE();
}();
u8* dest = screen_infos[i].pixels.data() + output_offset;
const u32 output_offset = (x * info.height + y) * 4;
u8* dest = info.pixels.data() + output_offset;
std::memcpy(dest, color.AsArray(), sizeof(color));
output_offset += sizeof(color);
}
}
}

View file

@ -38,7 +38,7 @@ public:
private:
void PrepareRenderTarget();
void CopyPixels(int i);
void LoadFBToScreenInfo(int i);
private:
Memory::MemorySystem& memory;

View file

@ -399,8 +399,9 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
const auto texture_color = TextureColor(uv, textures, tc0_w);
Common::Vec4<u8> primary_fragment_color{0, 0, 0, 0};
Common::Vec4<u8> secondary_fragment_color{0, 0, 0, 0};
Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
if (!regs.lighting.disable) {
const auto normquat =
Common::Quaternion<f32>{
@ -421,9 +422,8 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
}
// Write the TEV stages.
Common::Vec4<u8> combiner_output =
WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color,
secondary_fragment_color);
WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color,
secondary_fragment_color);
const auto& output_merger = regs.framebuffer.output_merger;
if (output_merger.fragment_operation_mode ==
@ -663,11 +663,11 @@ Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y,
return result;
}
Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
void RasterizerSoftware::WriteTevConfig(
std::span<const Common::Vec4<u8>, 4> texture_color,
std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
Common::Vec4<u8> secondary_fragment_color) const {
Common::Vec4<u8> secondary_fragment_color) {
/**
* Texture environment - consists of 6 stages of color and alpha combining.
* Color combiners take three input color values from some source (e.g. interpolated
@ -676,7 +676,6 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
* with some basic arithmetic. Alpha combiners can be configured separately but work
* analogously.
**/
Common::Vec4<u8> combiner_output;
Common::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
Common::Vec4<u8> next_combiner_buffer =
Common::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
@ -767,7 +766,6 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
next_combiner_buffer.a() = combiner_output.a();
}
}
return combiner_output;
}
void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const {

View file

@ -55,11 +55,10 @@ private:
Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const;
/// Emulates the TEV configuration and returns the combiner output.
Common::Vec4<u8> WriteTevConfig(
std::span<const Common::Vec4<u8>, 4> texture_color,
std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
Common::Vec4<u8> secondary_fragment_color) const;
void WriteTevConfig(std::span<const Common::Vec4<u8>, 4> texture_color,
std::span<const Pica::TexturingRegs::TevStageConfig, 6> tev_stages,
Common::Vec4<u8> primary_color, Common::Vec4<u8> primary_fragment_color,
Common::Vec4<u8> secondary_fragment_color);
/// Blends fog to the combiner output if enabled.
void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const;
@ -75,6 +74,9 @@ private:
Pica::State& state;
const Pica::Regs& regs;
Framebuffer fb;
// Kirby Blowout Blast relies on the combiner output of a previous draw
// in order to render the sky correctly.
Common::Vec4<u8> combiner_output{};
};
} // namespace SwRenderer