mirror of
https://github.com/yuzu-mirror/yuzu
synced 2024-12-03 19:19:09 +00:00
Pica: Add basic rasterizer.
This commit is contained in:
parent
94aa9da562
commit
94d742fe17
7 changed files with 260 additions and 2 deletions
|
@ -1,6 +1,7 @@
|
|||
set(SRCS clipper.cpp
|
||||
command_processor.cpp
|
||||
primitive_assembly.cpp
|
||||
rasterizer.cpp
|
||||
utils.cpp
|
||||
vertex_shader.cpp
|
||||
video_core.cpp
|
||||
|
@ -10,6 +11,7 @@ set(HEADERS clipper.h
|
|||
command_processor.h
|
||||
math.h
|
||||
primitive_assembly.h
|
||||
rasterizer.h
|
||||
utils.h
|
||||
video_core.h
|
||||
renderer_base.h
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include "clipper.h"
|
||||
#include "pica.h"
|
||||
#include "rasterizer.h"
|
||||
#include "vertex_shader.h"
|
||||
|
||||
namespace Pica {
|
||||
|
@ -168,7 +169,7 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
|
|||
vtx1.screenpos.x.ToFloat32(), vtx1.screenpos.y.ToFloat32(), vtx1.screenpos.z.ToFloat32(),
|
||||
vtx2.screenpos.x.ToFloat32(), vtx2.screenpos.y.ToFloat32(), vtx2.screenpos.z.ToFloat32());
|
||||
|
||||
// TODO: Send triangle to rasterizer
|
||||
Rasterizer::ProcessTriangle(vtx0, vtx1, vtx2);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -94,7 +94,55 @@ struct Regs {
|
|||
BitField<16, 16, u32> y;
|
||||
} viewport_corner;
|
||||
|
||||
INSERT_PADDING_WORDS(0x197);
|
||||
INSERT_PADDING_WORDS(0xa7);
|
||||
|
||||
struct {
|
||||
enum ColorFormat : u32 {
|
||||
RGBA8 = 0,
|
||||
RGB8 = 1,
|
||||
RGBA5551 = 2,
|
||||
RGB565 = 3,
|
||||
RGBA4 = 4,
|
||||
};
|
||||
|
||||
INSERT_PADDING_WORDS(0x6);
|
||||
|
||||
u32 depth_format;
|
||||
u32 color_format;
|
||||
|
||||
INSERT_PADDING_WORDS(0x4);
|
||||
|
||||
u32 depth_buffer_address;
|
||||
u32 color_buffer_address;
|
||||
|
||||
union {
|
||||
// Apparently, the framebuffer width is stored as expected,
|
||||
// while the height is stored as the actual height minus one.
|
||||
// Hence, don't access these fields directly but use the accessors
|
||||
// GetWidth() and GetHeight() instead.
|
||||
BitField< 0, 11, u32> width;
|
||||
BitField<12, 10, u32> height;
|
||||
};
|
||||
|
||||
INSERT_PADDING_WORDS(0x1);
|
||||
|
||||
inline u32 GetColorBufferAddress() const {
|
||||
return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(color_buffer_address));
|
||||
}
|
||||
inline u32 GetDepthBufferAddress() const {
|
||||
return Memory::PhysicalToVirtualAddress(DecodeAddressRegister(depth_buffer_address));
|
||||
}
|
||||
|
||||
inline u32 GetWidth() const {
|
||||
return width;
|
||||
}
|
||||
|
||||
inline u32 GetHeight() const {
|
||||
return height + 1;
|
||||
}
|
||||
} framebuffer;
|
||||
|
||||
INSERT_PADDING_WORDS(0xe0);
|
||||
|
||||
struct {
|
||||
enum class Format : u64 {
|
||||
|
@ -355,6 +403,7 @@ struct Regs {
|
|||
ADD_FIELD(viewport_depth_range);
|
||||
ADD_FIELD(viewport_depth_far_plane);
|
||||
ADD_FIELD(viewport_corner);
|
||||
ADD_FIELD(framebuffer);
|
||||
ADD_FIELD(vertex_attributes);
|
||||
ADD_FIELD(index_array);
|
||||
ADD_FIELD(num_vertices);
|
||||
|
@ -411,6 +460,7 @@ ASSERT_REG_POSITION(viewport_depth_far_plane, 0x4e);
|
|||
ASSERT_REG_POSITION(vs_output_attributes[0], 0x50);
|
||||
ASSERT_REG_POSITION(vs_output_attributes[1], 0x51);
|
||||
ASSERT_REG_POSITION(viewport_corner, 0x68);
|
||||
ASSERT_REG_POSITION(framebuffer, 0x110);
|
||||
ASSERT_REG_POSITION(vertex_attributes, 0x200);
|
||||
ASSERT_REG_POSITION(index_array, 0x227);
|
||||
ASSERT_REG_POSITION(num_vertices, 0x228);
|
||||
|
|
180
src/video_core/rasterizer.cpp
Normal file
180
src/video_core/rasterizer.cpp
Normal file
|
@ -0,0 +1,180 @@
|
|||
// Copyright 2014 Citra Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include "common/common_types.h"
|
||||
|
||||
#include "math.h"
|
||||
#include "pica.h"
|
||||
#include "rasterizer.h"
|
||||
#include "vertex_shader.h"
|
||||
|
||||
namespace Pica {
|
||||
|
||||
namespace Rasterizer {
|
||||
|
||||
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
|
||||
u32* color_buffer = (u32*)Memory::GetPointer(registers.framebuffer.GetColorBufferAddress());
|
||||
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
|
||||
|
||||
// Assuming RGBA8 format until actual framebuffer format handling is implemented
|
||||
*(color_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
|
||||
}
|
||||
|
||||
static u32 GetDepth(int x, int y) {
|
||||
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
|
||||
|
||||
// Assuming 16-bit depth buffer format until actual format handling is implemented
|
||||
return *(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2);
|
||||
}
|
||||
|
||||
static void SetDepth(int x, int y, u16 value) {
|
||||
u16* depth_buffer = (u16*)Memory::GetPointer(registers.framebuffer.GetDepthBufferAddress());
|
||||
|
||||
// Assuming 16-bit depth buffer format until actual format handling is implemented
|
||||
*(depth_buffer + x + y * registers.framebuffer.GetWidth() / 2) = value;
|
||||
}
|
||||
|
||||
void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
const VertexShader::OutputVertex& v1,
|
||||
const VertexShader::OutputVertex& v2)
|
||||
{
|
||||
// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
|
||||
struct Fix12P4 {
|
||||
Fix12P4() {}
|
||||
Fix12P4(u16 val) : val(val) {}
|
||||
|
||||
static u16 FracMask() { return 0xF; }
|
||||
static u16 IntMask() { return (u16)~0xF; }
|
||||
|
||||
operator u16() const {
|
||||
return val;
|
||||
}
|
||||
|
||||
bool operator < (const Fix12P4& oth) const {
|
||||
return (u16)*this < (u16)oth;
|
||||
}
|
||||
|
||||
private:
|
||||
u16 val;
|
||||
};
|
||||
|
||||
// vertex positions in rasterizer coordinates
|
||||
auto FloatToFix = [](float24 flt) {
|
||||
return Fix12P4(flt.ToFloat32() * 16.0f);
|
||||
};
|
||||
auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
|
||||
return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
|
||||
};
|
||||
Math::Vec3<Fix12P4> vtxpos[3]{ ScreenToRasterizerCoordinates(v0.screenpos),
|
||||
ScreenToRasterizerCoordinates(v1.screenpos),
|
||||
ScreenToRasterizerCoordinates(v2.screenpos) };
|
||||
|
||||
// TODO: Proper scissor rect test!
|
||||
u16 min_x = std::min({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
|
||||
u16 min_y = std::min({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
|
||||
u16 max_x = std::max({vtxpos[0].x, vtxpos[1].x, vtxpos[2].x});
|
||||
u16 max_y = std::max({vtxpos[0].y, vtxpos[1].y, vtxpos[2].y});
|
||||
|
||||
min_x = min_x & Fix12P4::IntMask();
|
||||
min_y = min_y & Fix12P4::IntMask();
|
||||
max_x = (max_x + Fix12P4::FracMask()) & Fix12P4::IntMask();
|
||||
max_y = (max_y + Fix12P4::FracMask()) & Fix12P4::IntMask();
|
||||
|
||||
// Triangle filling rules: Pixels on the right-sided edge or on flat bottom edges are not
|
||||
// drawn. Pixels on any other triangle border are drawn. This is implemented with three bias
|
||||
// values which are added to the barycentric coordinates w0, w1 and w2, respectively.
|
||||
// NOTE: These are the PSP filling rules. Not sure if the 3DS uses the same ones...
|
||||
auto IsRightSideOrFlatBottomEdge = [](const Math::Vec2<Fix12P4>& vtx,
|
||||
const Math::Vec2<Fix12P4>& line1,
|
||||
const Math::Vec2<Fix12P4>& line2)
|
||||
{
|
||||
if (line1.y == line2.y) {
|
||||
// just check if vertex is above us => bottom line parallel to x-axis
|
||||
return vtx.y < line1.y;
|
||||
} else {
|
||||
// check if vertex is on our left => right side
|
||||
// TODO: Not sure how likely this is to overflow
|
||||
return (int)vtx.x < (int)line1.x + ((int)line2.x - (int)line1.x) * ((int)vtx.y - (int)line1.y) / ((int)line2.y - (int)line1.y);
|
||||
}
|
||||
};
|
||||
int bias0 = IsRightSideOrFlatBottomEdge(vtxpos[0].xy(), vtxpos[1].xy(), vtxpos[2].xy()) ? -1 : 0;
|
||||
int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
|
||||
int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
|
||||
|
||||
// TODO: Not sure if looping through x first might be faster
|
||||
for (u16 y = min_y; y < max_y; y += 0x10) {
|
||||
for (u16 x = min_x; x < max_x; x += 0x10) {
|
||||
|
||||
// Calculate the barycentric coordinates w0, w1 and w2
|
||||
auto orient2d = [](const Math::Vec2<Fix12P4>& vtx1,
|
||||
const Math::Vec2<Fix12P4>& vtx2,
|
||||
const Math::Vec2<Fix12P4>& vtx3) {
|
||||
const auto vec1 = (vtx2.Cast<int>() - vtx1.Cast<int>()).Append(0);
|
||||
const auto vec2 = (vtx3.Cast<int>() - vtx1.Cast<int>()).Append(0);
|
||||
// TODO: There is a very small chance this will overflow for sizeof(int) == 4
|
||||
return Cross(vec1, vec2).z;
|
||||
};
|
||||
|
||||
int w0 = bias0 + orient2d(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
|
||||
int w1 = bias1 + orient2d(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
|
||||
int w2 = bias2 + orient2d(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
|
||||
int wsum = w0 + w1 + w2;
|
||||
|
||||
// If current pixel is not covered by the current primitive
|
||||
if (w0 < 0 || w1 < 0 || w2 < 0)
|
||||
continue;
|
||||
|
||||
// Perspective correct attribute interpolation:
|
||||
// Attribute values cannot be calculated by simple linear interpolation since
|
||||
// they are not linear in screen space. For example, when interpolating a
|
||||
// texture coordinate across two vertices, something simple like
|
||||
// u = (u0*w0 + u1*w1)/(w0+w1)
|
||||
// will not work. However, the attribute value divided by the
|
||||
// clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
|
||||
// in screenspace. Hence, we can linearly interpolate these two independently and
|
||||
// calculate the interpolated attribute by dividing the results.
|
||||
// I.e.
|
||||
// u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
|
||||
// one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
|
||||
// u = u_over_w / one_over_w
|
||||
//
|
||||
// The generalization to three vertices is straightforward in baricentric coordinates.
|
||||
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
|
||||
auto attr_over_w = Math::MakeVec3(attr0 / v0.pos.w,
|
||||
attr1 / v1.pos.w,
|
||||
attr2 / v2.pos.w);
|
||||
auto w_inverse = Math::MakeVec3(float24::FromFloat32(1.f) / v0.pos.w,
|
||||
float24::FromFloat32(1.f) / v1.pos.w,
|
||||
float24::FromFloat32(1.f) / v2.pos.w);
|
||||
auto baricentric_coordinates = Math::MakeVec3(float24::FromFloat32(w0),
|
||||
float24::FromFloat32(w1),
|
||||
float24::FromFloat32(w2));
|
||||
|
||||
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
|
||||
float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
|
||||
return interpolated_attr_over_w / interpolated_w_inverse;
|
||||
};
|
||||
|
||||
Math::Vec4<u8> primary_color{
|
||||
(u8)(GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() * 255),
|
||||
(u8)(GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() * 255),
|
||||
(u8)(GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() * 255),
|
||||
(u8)(GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * 255)
|
||||
};
|
||||
|
||||
u16 z = (u16)(((float)v0.screenpos[2].ToFloat32() * w0 +
|
||||
(float)v1.screenpos[2].ToFloat32() * w1 +
|
||||
(float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); // TODO: Shouldn't need to multiply by 65536?
|
||||
SetDepth(x >> 4, y >> 4, z);
|
||||
|
||||
DrawPixel(x >> 4, y >> 4, primary_color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Rasterizer
|
||||
|
||||
} // namespace Pica
|
21
src/video_core/rasterizer.h
Normal file
21
src/video_core/rasterizer.h
Normal file
|
@ -0,0 +1,21 @@
|
|||
// Copyright 2014 Citra Emulator Project
|
||||
// Licensed under GPLv2
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace Pica {
|
||||
|
||||
namespace VertexShader {
|
||||
struct OutputVertex;
|
||||
}
|
||||
|
||||
namespace Rasterizer {
|
||||
|
||||
void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
const VertexShader::OutputVertex& v1,
|
||||
const VertexShader::OutputVertex& v2);
|
||||
|
||||
} // namespace Rasterizer
|
||||
|
||||
} // namespace Pica
|
|
@ -23,6 +23,7 @@
|
|||
<ClCompile Include="clipper.cpp" />
|
||||
<ClCompile Include="command_processor.cpp" />
|
||||
<ClCompile Include="primitive_assembly.cpp" />
|
||||
<ClCompile Include="rasterizer.cpp" />
|
||||
<ClCompile Include="utils.cpp" />
|
||||
<ClCompile Include="vertex_shader.cpp" />
|
||||
<ClCompile Include="video_core.cpp" />
|
||||
|
@ -34,6 +35,7 @@
|
|||
<ClInclude Include="math.h" />
|
||||
<ClInclude Include="pica.h" />
|
||||
<ClInclude Include="primitive_assembly.h" />
|
||||
<ClInclude Include="rasterizer.h" />
|
||||
<ClInclude Include="renderer_base.h" />
|
||||
<ClInclude Include="utils.h" />
|
||||
<ClInclude Include="vertex_shader.h" />
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
<ClCompile Include="clipper.cpp" />
|
||||
<ClCompile Include="command_processor.cpp" />
|
||||
<ClCompile Include="primitive_assembly.cpp" />
|
||||
<ClCompile Include="rasterizer.cpp" />
|
||||
<ClCompile Include="utils.cpp" />
|
||||
<ClCompile Include="vertex_shader.cpp" />
|
||||
<ClCompile Include="video_core.cpp" />
|
||||
|
@ -26,6 +27,7 @@
|
|||
<ClInclude Include="math.h" />
|
||||
<ClInclude Include="pica.h" />
|
||||
<ClInclude Include="primitive_assembly.h" />
|
||||
<ClInclude Include="rasterizer.h" />
|
||||
<ClInclude Include="renderer_base.h" />
|
||||
<ClInclude Include="utils.h" />
|
||||
<ClInclude Include="vertex_shader.h" />
|
||||
|
|
Loading…
Reference in a new issue