GPU: Implemented more depth buffer formats.

This fixes the horizontal lines in Picross E, Cubic Ninja, Cave Story 3D and possibly others
This commit is contained in:
Subv 2015-03-08 12:05:17 -05:00
parent 4b8d4d0ed5
commit 414b0741c4
5 changed files with 120 additions and 14 deletions

View file

@ -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;