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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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parent
4b8d4d0ed5
commit
414b0741c4
5 changed files with 120 additions and 14 deletions
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@ -91,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
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}
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return {};
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}
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}
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static u32 GetDepth(int x, int y) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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@ -100,23 +100,65 @@ static u32 GetDepth(int x, int y) {
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y = (registers.framebuffer.height - y);
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const u32 coarse_y = y & ~7;
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u32 stride = registers.framebuffer.width * 2;
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
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switch (registers.framebuffer.depth_format) {
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case registers.framebuffer.D16:
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{
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u32 stride = registers.framebuffer.width * 2;
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return Color::DecodeD16(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
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}
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case registers.framebuffer.D24:
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{
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u32 stride = registers.framebuffer.width * 3;
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u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride;
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return Color::DecodeD24(address);
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}
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case registers.framebuffer.D24S8:
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{
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u32 stride = registers.framebuffer.width * 4;
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return Color::DecodeD24S8(depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride).x;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
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UNIMPLEMENTED();
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return 0;
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}
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}
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static void SetDepth(int x, int y, u16 value) {
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static void SetDepth(int x, int y, u32 value) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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y = (registers.framebuffer.height - y);
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const u32 coarse_y = y & ~7;
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u32 stride = registers.framebuffer.width * 2;
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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*(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value;
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switch (registers.framebuffer.depth_format) {
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case registers.framebuffer.D16:
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{
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u32 stride = registers.framebuffer.width * 2;
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Color::EncodeD16(value, depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
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break;
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}
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case registers.framebuffer.D24:
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{
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u32 stride = registers.framebuffer.width * 3;
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u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride;
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Color::EncodeD24(value, address);
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break;
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}
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case registers.framebuffer.D24S8:
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{
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u32 stride = registers.framebuffer.width * 4;
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// TODO(Subv): Implement the stencil buffer
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Color::EncodeD24S8(value, 0, depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride);
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
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UNIMPLEMENTED();
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break;
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}
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}
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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@ -595,7 +637,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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u32 ref_z = GetDepth(x >> 4, y >> 4);
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bool pass = false;
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