ppsspp/GPU/Software/Rasterizer.cpp

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// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Common/ThreadPools.h"
#include "Core/MemMap.h"
#include "Core/Reporting.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Software/SoftGpu.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/Colors.h"
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#include <algorithm>
extern FormatBuffer fb;
extern FormatBuffer depthbuf;
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extern u32 clut[4096];
namespace Rasterizer {
//static inline int orient2d(const DrawingCoords& v0, const DrawingCoords& v1, const DrawingCoords& v2)
static inline int orient2d(const ScreenCoords& v0, const ScreenCoords& v1, const ScreenCoords& v2)
{
return ((int)v1.x-(int)v0.x)*((int)v2.y-(int)v0.y) - ((int)v1.y-(int)v0.y)*((int)v2.x-(int)v0.x);
}
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static inline int orient2dIncX(int dY01)
{
return dY01;
}
static inline int orient2dIncY(int dX01)
{
return -dX01;
}
template <unsigned int texel_size_bits>
static inline int GetPixelDataOffset(unsigned int row_pitch_bits, unsigned int u, unsigned int v)
{
if (!gstate.isTextureSwizzled())
return (v * (row_pitch_bits * texel_size_bits >> 6)) + (u * texel_size_bits >> 3);
const int tile_size_bits = 32;
const int tiles_in_block_horizontal = 4;
const int tiles_in_block_vertical = 8;
int texels_per_tile = tile_size_bits / texel_size_bits;
int tile_u = u / texels_per_tile;
int tile_idx = (v % tiles_in_block_vertical) * (tiles_in_block_horizontal) +
// TODO: not sure if the *texel_size_bits/8 factor is correct
(v / tiles_in_block_vertical) * ((row_pitch_bits*texel_size_bits/(8*tile_size_bits))*tiles_in_block_vertical) +
(tile_u % tiles_in_block_horizontal) +
(tile_u / tiles_in_block_horizontal) * (tiles_in_block_horizontal*tiles_in_block_vertical);
// TODO: HACK: for some reason, the second part needs to be diviced by two for CLUT4 textures to work properly.
return tile_idx * tile_size_bits/8 + ((u % (tile_size_bits / texel_size_bits)))/((texel_size_bits == 4) ? 2 : 1);
}
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static inline u32 LookupColor(unsigned int index, unsigned int level)
{
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const bool mipmapShareClut = gstate.isClutSharedForMipmaps();
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const int clutSharingOffset = mipmapShareClut ? 0 : level * 16;
switch (gstate.getClutPaletteFormat()) {
case GE_TFMT_5650:
return DecodeRGB565(reinterpret_cast<u16*>(clut)[index + clutSharingOffset]);
case GE_TFMT_5551:
return DecodeRGBA5551(reinterpret_cast<u16*>(clut)[index + clutSharingOffset]);
case GE_TFMT_4444:
return DecodeRGBA4444(reinterpret_cast<u16*>(clut)[index + clutSharingOffset]);
case GE_TFMT_8888:
return DecodeRGBA8888(clut[index + clutSharingOffset]);
default:
ERROR_LOG_REPORT(G3D, "Software: Unsupported palette format: %x", gstate.getClutPaletteFormat());
return 0;
}
}
static inline void GetTexelCoordinates(int level, float s, float t, int& out_u, int& out_v)
{
int width = 1 << (gstate.texsize[level] & 0xf);
int height = 1 << ((gstate.texsize[level]>>8) & 0xf);
int u = (int)(s * width);
int v = (int)(t * height);
if (gstate.isTexCoordClampedS()) {
if (u >= width - 1)
u = width - 1;
else if (u < 0)
u = 0;
} else {
u &= width - 1;
}
if (gstate.isTexCoordClampedT()) {
if (v >= height - 1)
v = height - 1;
else if (v < 0)
v = 0;
} else {
v &= height - 1;
}
out_u = u;
out_v = v;
}
static inline void GetTexelCoordinatesQuad(int level, float in_s, float in_t, int u[4], int v[4], int &frac_u, int &frac_v)
{
// 8 bits of fractional UV
int width = 1 << (gstate.texsize[level] & 0xf);
int height = 1 << ((gstate.texsize[level]>>8) & 0xf);
int base_u = in_s * width * 256;
int base_v = in_t * height * 256;
frac_u = (int)(base_u) & 0xff;
frac_v = (int)(base_v) & 0xff;
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base_u >>= 8;
base_v >>= 8;
// Need to generate and individually wrap/clamp the four sample coordinates. Ugh.
if (gstate.isTexCoordClampedS()) {
for (int i = 0; i < 4; i++) {
int temp_u = base_u + (i & 1);
if (temp_u > width - 1)
temp_u = width - 1;
else if (temp_u < 0)
temp_u = 0;
u[i] = temp_u;
}
} else {
for (int i = 0; i < 4; i++) {
u[i] = (base_u + (i & 1)) & (width - 1);
}
}
if (gstate.isTexCoordClampedT()) {
for (int i = 0; i < 4; i++) {
int temp_v = base_v + ((i & 2) >> 1);
if (temp_v > height - 1)
temp_v = height - 1;
else if (temp_v < 0)
temp_v = 0;
v[i] = temp_v;
}
} else {
for (int i = 0; i < 4; i++) {
v[i] = (base_v + ((i & 2) >> 1)) & (height - 1);
}
}
}
static inline void GetTexelCoordinatesThrough(int level, int s, int t, int& u, int& v)
{
// Not actually sure which clamp/wrap modes should be applied. Let's just wrap for now.
int width = 1 << (gstate.texsize[level] & 0xf);
int height = 1 << ((gstate.texsize[level]>>8) & 0xf);
// Wrap!
u = ((unsigned int)(s) & (width - 1));
v = ((unsigned int)(t) & (height - 1));
}
static inline void GetTextureCoordinates(const VertexData& v0, const VertexData& v1, const VertexData& v2, int w0, int w1, int w2, float& s, float& t)
{
switch (gstate.getUVGenMode()) {
case GE_TEXMAP_TEXTURE_COORDS:
case GE_TEXMAP_UNKNOWN:
case GE_TEXMAP_ENVIRONMENT_MAP:
{
// TODO: What happens if vertex has no texture coordinates?
// Note that for environment mapping, texture coordinates have been calculated during lighting
float q0 = 1.f / v0.clippos.w;
float q1 = 1.f / v1.clippos.w;
float q2 = 1.f / v2.clippos.w;
float q = q0 * w0 + q1 * w1 + q2 * w2;
s = (v0.texturecoords.s() * q0 * w0 + v1.texturecoords.s() * q1 * w1 + v2.texturecoords.s() * q2 * w2) / q;
t = (v0.texturecoords.t() * q0 * w0 + v1.texturecoords.t() * q1 * w1 + v2.texturecoords.t() * q2 * w2) / q;
}
break;
case GE_TEXMAP_TEXTURE_MATRIX:
{
// projection mapping, TODO: Move this code to TransformUnit!
Vec3<float> source;
if (gstate.getUVProjMode() == GE_PROJMAP_POSITION) {
source = ((v0.modelpos * w0 + v1.modelpos * w1 + v2.modelpos * w2) / (w0+w1+w2));
} else {
ERROR_LOG_REPORT(G3D, "Software: Unsupported UV projection mode %x", gstate.getUVProjMode());
}
Mat3x3<float> tgen(gstate.tgenMatrix);
Vec3<float> stq = tgen * source + Vec3<float>(gstate.tgenMatrix[9], gstate.tgenMatrix[10], gstate.tgenMatrix[11]);
s = stq.x/stq.z;
t = stq.y/stq.z;
}
break;
default:
ERROR_LOG_REPORT(G3D, "Software: Unsupported texture mapping mode %x!", gstate.getUVGenMode());
break;
}
}
static inline u32 SampleNearest(int level, unsigned int u, unsigned int v, u8 *srcptr, int texbufwidthbits)
{
if (!srcptr)
return 0;
GETextureFormat texfmt = gstate.getTextureFormat();
// TODO: Should probably check if textures are aligned properly...
switch (texfmt) {
case GE_TFMT_4444:
srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v);
return DecodeRGBA4444(*(u16*)srcptr);
case GE_TFMT_5551:
srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v);
return DecodeRGBA5551(*(u16*)srcptr);
case GE_TFMT_5650:
srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v);
return DecodeRGB565(*(u16*)srcptr);
case GE_TFMT_8888:
srcptr += GetPixelDataOffset<32>(texbufwidthbits, u, v);
return DecodeRGBA8888(*(u32*)srcptr);
case GE_TFMT_CLUT32:
{
srcptr += GetPixelDataOffset<32>(texbufwidthbits, u, v);
u32 val = srcptr[0] + (srcptr[1] << 8) + (srcptr[2] << 16) + (srcptr[3] << 24);
return LookupColor(gstate.transformClutIndex(val), level);
}
case GE_TFMT_CLUT16:
{
srcptr += GetPixelDataOffset<16>(texbufwidthbits, u, v);
u16 val = srcptr[0] + (srcptr[1] << 8);
return LookupColor(gstate.transformClutIndex(val), level);
}
case GE_TFMT_CLUT8:
{
srcptr += GetPixelDataOffset<8>(texbufwidthbits, u, v);
u8 val = *srcptr;
return LookupColor(gstate.transformClutIndex(val), level);
}
case GE_TFMT_CLUT4:
{
srcptr += GetPixelDataOffset<4>(texbufwidthbits, u, v);
u8 val = (u & 1) ? (srcptr[0] >> 4) : (srcptr[0] & 0xF);
return LookupColor(gstate.transformClutIndex(val), level);
}
case GE_TFMT_DXT1:
{
DXT1Block *block = (DXT1Block *)srcptr + (v / 4) * (texbufwidthbits / 8 / 4) + (u / 4);
u32 data[4 * 4];
DecodeDXT1Block(data, block, 4);
return DecodeRGBA8888(data[4 * (v % 4) + (u % 4)]);
}
case GE_TFMT_DXT3:
{
DXT3Block *block = (DXT3Block *)srcptr + (v / 4) * (texbufwidthbits / 8 / 4) + (u / 4);
u32 data[4 * 4];
DecodeDXT3Block(data, block, 4);
return DecodeRGBA8888(data[4 * (v % 4) + (u % 4)]);
}
case GE_TFMT_DXT5:
{
DXT5Block *block = (DXT5Block *)srcptr + (v / 4) * (texbufwidthbits / 8 / 4) + (u / 4);
u32 data[4 * 4];
DecodeDXT5Block(data, block, 4);
return DecodeRGBA8888(data[4 * (v % 4) + (u % 4)]);
}
default:
ERROR_LOG_REPORT(G3D, "Software: Unsupported texture format: %x", texfmt);
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return 0;
}
}
// NOTE: These likely aren't endian safe
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static inline u32 GetPixelColor(int x, int y)
{
switch (gstate.FrameBufFormat()) {
case GE_FORMAT_565:
return DecodeRGB565(fb.Get16(x, y, gstate.FrameBufStride()));
case GE_FORMAT_5551:
return DecodeRGBA5551(fb.Get16(x, y, gstate.FrameBufStride()));
case GE_FORMAT_4444:
return DecodeRGBA4444(fb.Get16(x, y, gstate.FrameBufStride()));
case GE_FORMAT_8888:
return fb.Get32(x, y, gstate.FrameBufStride());
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case GE_FORMAT_INVALID:
_dbg_assert_msg_(G3D, false, "Software: invalid framebuf format.");
}
return 0;
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}
static inline void SetPixelColor(int x, int y, u32 value)
{
switch (gstate.FrameBufFormat()) {
case GE_FORMAT_565:
fb.Set16(x, y, gstate.FrameBufStride(), RGBA8888To565(value));
break;
case GE_FORMAT_5551:
fb.Set16(x, y, gstate.FrameBufStride(), RGBA8888To5551(value));
break;
case GE_FORMAT_4444:
fb.Set16(x, y, gstate.FrameBufStride(), RGBA8888To4444(value));
break;
case GE_FORMAT_8888:
fb.Set32(x, y, gstate.FrameBufStride(), value);
break;
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case GE_FORMAT_INVALID:
_dbg_assert_msg_(G3D, false, "Software: invalid framebuf format.");
}
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}
static inline u16 GetPixelDepth(int x, int y)
{
return depthbuf.Get16(x, y, gstate.DepthBufStride());
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}
static inline void SetPixelDepth(int x, int y, u16 value)
{
depthbuf.Set16(x, y, gstate.DepthBufStride(), value);
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}
static inline u8 GetPixelStencil(int x, int y)
{
if (gstate.FrameBufFormat() == GE_FORMAT_565) {
// Always treated as 0 for comparison purposes.
return 0;
} else if (gstate.FrameBufFormat() == GE_FORMAT_5551) {
return ((fb.Get16(x, y, gstate.FrameBufStride()) & 0x8000) != 0) ? 0xFF : 0;
} else if (gstate.FrameBufFormat() == GE_FORMAT_4444) {
return Convert4To8(fb.Get16(x, y, gstate.FrameBufStride()) >> 12);
} else {
return fb.Get32(x, y, gstate.FrameBufStride()) >> 24;
}
}
static inline void SetPixelStencil(int x, int y, u8 value)
{
// TODO: This seems like it maybe respects the alpha mask (at least in some scenarios?)
if (gstate.FrameBufFormat() == GE_FORMAT_565) {
// Do nothing
} else if (gstate.FrameBufFormat() == GE_FORMAT_5551) {
u16 pixel = fb.Get16(x, y, gstate.FrameBufStride()) & ~0x8000;
pixel |= value != 0 ? 0x8000 : 0;
fb.Set16(x, y, gstate.FrameBufStride(), pixel);
} else if (gstate.FrameBufFormat() == GE_FORMAT_4444) {
u16 pixel = fb.Get16(x, y, gstate.FrameBufStride()) & ~0xF000;
pixel |= (u16)value << 12;
fb.Set16(x, y, gstate.FrameBufStride(), pixel);
} else {
u32 pixel = fb.Get32(x, y, gstate.FrameBufStride()) & ~0xFF000000;
pixel |= (u32)value << 24;
fb.Set32(x, y, gstate.FrameBufStride(), pixel);
}
}
static inline bool DepthTestPassed(int x, int y, u16 z)
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{
u16 reference_z = GetPixelDepth(x, y);
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switch (gstate.getDepthTestFunction()) {
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case GE_COMP_NEVER:
return false;
case GE_COMP_ALWAYS:
return true;
case GE_COMP_EQUAL:
return (z == reference_z);
case GE_COMP_NOTEQUAL:
return (z != reference_z);
case GE_COMP_LESS:
return (z < reference_z);
case GE_COMP_LEQUAL:
return (z <= reference_z);
case GE_COMP_GREATER:
return (z > reference_z);
case GE_COMP_GEQUAL:
return (z >= reference_z);
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default:
return 0;
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}
}
static inline bool IsRightSideOrFlatBottomLine(const Vec2<u10>& vertex, const Vec2<u10>& line1, const Vec2<u10>& line2)
{
if (line1.y == line2.y) {
// just check if vertex is above us => bottom line parallel to x-axis
return vertex.y < line1.y;
} else {
// check if vertex is on our left => right side
return vertex.x < line1.x + ((int)line2.x - (int)line1.x) * ((int)vertex.y - (int)line1.y) / ((int)line2.y - (int)line1.y);
}
}
static inline bool StencilTestPassed(u8 stencil)
{
// TODO: Does the masking logic make any sense?
stencil &= gstate.getStencilTestMask();
u8 ref = gstate.getStencilTestRef() & gstate.getStencilTestMask();
switch (gstate.getStencilTestFunction()) {
case GE_COMP_NEVER:
return false;
case GE_COMP_ALWAYS:
return true;
case GE_COMP_EQUAL:
return ref == stencil;
case GE_COMP_NOTEQUAL:
return ref != stencil;
case GE_COMP_LESS:
return ref < stencil;
case GE_COMP_LEQUAL:
return ref <= stencil;
case GE_COMP_GREATER:
return ref > stencil;
case GE_COMP_GEQUAL:
return ref >= stencil;
}
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return true;
}
static inline u8 ApplyStencilOp(int op, int x, int y)
{
u8 old_stencil = GetPixelStencil(x, y); // TODO: Apply mask?
u8 reference_stencil = gstate.getStencilTestRef(); // TODO: Apply mask?
switch (op) {
case GE_STENCILOP_KEEP:
return old_stencil;
case GE_STENCILOP_ZERO:
return 0;
case GE_STENCILOP_REPLACE:
return reference_stencil;
case GE_STENCILOP_INVERT:
return ~old_stencil;
case GE_STENCILOP_INCR:
switch (gstate.FrameBufFormat()) {
case GE_FORMAT_8888:
if (old_stencil != 0xFF) {
return old_stencil + 1;
}
return old_stencil;
case GE_FORMAT_5551:
return 0xFF;
case GE_FORMAT_4444:
if (old_stencil < 0xF0) {
return old_stencil + 0x10;
}
return old_stencil;
default:
return old_stencil;
}
break;
case GE_STENCILOP_DECR:
switch (gstate.FrameBufFormat()) {
case GE_FORMAT_4444:
if (old_stencil >= 0x10)
return old_stencil - 0x10;
break;
default:
if (old_stencil != 0)
return old_stencil - 1;
return old_stencil;
}
break;
}
return old_stencil;
}
static inline u32 ApplyLogicOp(GELogicOp op, u32 old_color, u32 new_color)
{
switch (op) {
case GE_LOGIC_CLEAR:
new_color = 0;
break;
case GE_LOGIC_AND:
new_color = new_color & old_color;
break;
case GE_LOGIC_AND_REVERSE:
new_color = new_color & ~old_color;
break;
case GE_LOGIC_COPY:
//new_color = new_color;
break;
case GE_LOGIC_AND_INVERTED:
new_color = ~new_color & old_color;
break;
case GE_LOGIC_NOOP:
new_color = old_color;
break;
case GE_LOGIC_XOR:
new_color = new_color ^ old_color;
break;
case GE_LOGIC_OR:
new_color = new_color | old_color;
break;
case GE_LOGIC_NOR:
new_color = ~(new_color | old_color);
break;
case GE_LOGIC_EQUIV:
new_color = ~(new_color ^ old_color);
break;
case GE_LOGIC_INVERTED:
new_color = ~old_color;
break;
case GE_LOGIC_OR_REVERSE:
new_color = new_color | ~old_color;
break;
case GE_LOGIC_COPY_INVERTED:
new_color = ~new_color;
break;
case GE_LOGIC_OR_INVERTED:
new_color = ~new_color | old_color;
break;
case GE_LOGIC_NAND:
new_color = ~(new_color & old_color);
break;
case GE_LOGIC_SET:
new_color = 0xFFFFFFFF;
break;
}
return new_color;
}
static inline Vec4<int> GetTextureFunctionOutput(const Vec3<int>& prim_color_rgb, int prim_color_a, const Vec4<int>& texcolor)
{
Vec3<int> out_rgb;
int out_a;
bool rgba = gstate.isTextureAlphaUsed();
switch (gstate.getTextureFunction()) {
case GE_TEXFUNC_MODULATE:
out_rgb = prim_color_rgb * texcolor.rgb() / 255;
out_a = (rgba) ? (prim_color_a * texcolor.a() / 255) : prim_color_a;
break;
case GE_TEXFUNC_DECAL:
{
int t = (rgba) ? texcolor.a() : 255;
int invt = (rgba) ? 255 - t : 0;
out_rgb = (prim_color_rgb * invt + texcolor.rgb() * t) / 255;
out_a = prim_color_a;
break;
}
case GE_TEXFUNC_BLEND:
{
const Vec3<int> const255(255, 255, 255);
const Vec3<int> texenv(gstate.getTextureEnvColR(), gstate.getTextureEnvColG(), gstate.getTextureEnvColB());
out_rgb = ((const255 - texcolor.rgb()) * prim_color_rgb + texcolor.rgb() * texenv) / 255;
out_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255;
break;
}
case GE_TEXFUNC_REPLACE:
out_rgb = texcolor.rgb();
out_a = (rgba) ? texcolor.a() : prim_color_a;
break;
case GE_TEXFUNC_ADD:
out_rgb = prim_color_rgb + texcolor.rgb();
if (out_rgb.r() > 255) out_rgb.r() = 255;
if (out_rgb.g() > 255) out_rgb.g() = 255;
if (out_rgb.b() > 255) out_rgb.b() = 255;
out_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255;
break;
default:
ERROR_LOG_REPORT(G3D, "Software: Unknown texture function %x", gstate.getTextureFunction());
out_rgb = Vec3<int>::AssignToAll(0);
out_a = 0;
}
return Vec4<int>(out_rgb.r(), out_rgb.g(), out_rgb.b(), out_a);
}
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static inline bool ColorTestPassed(Vec3<int> color)
{
const u32 mask = gstate.getColorTestMask();
const u32 c = color.ToRGB() & mask;
const u32 ref = gstate.getColorTestRef() & mask;
switch (gstate.getColorTestFunction()) {
case GE_COMP_NEVER:
return false;
case GE_COMP_ALWAYS:
return true;
case GE_COMP_EQUAL:
return c == ref;
case GE_COMP_NOTEQUAL:
return c != ref;
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default:
ERROR_LOG_REPORT(G3D, "Software: Invalid colortest function: %d", gstate.getColorTestFunction());
break;
}
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return true;
}
static inline bool AlphaTestPassed(int alpha)
{
const u8 mask = gstate.getAlphaTestMask() & 0xFF;
const u8 ref = gstate.getAlphaTestRef() & mask;
alpha &= mask;
switch (gstate.getAlphaTestFunction()) {
case GE_COMP_NEVER:
return false;
case GE_COMP_ALWAYS:
return true;
case GE_COMP_EQUAL:
return (alpha == ref);
case GE_COMP_NOTEQUAL:
return (alpha != ref);
case GE_COMP_LESS:
return (alpha < ref);
case GE_COMP_LEQUAL:
return (alpha <= ref);
case GE_COMP_GREATER:
return (alpha > ref);
case GE_COMP_GEQUAL:
return (alpha >= ref);
}
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return true;
}
static inline Vec3<int> GetSourceFactor(int source_a, const Vec4<int>& dst)
{
switch (gstate.getBlendFuncA()) {
case GE_SRCBLEND_DSTCOLOR:
return dst.rgb();
case GE_SRCBLEND_INVDSTCOLOR:
return Vec3<int>::AssignToAll(255) - dst.rgb();
case GE_SRCBLEND_SRCALPHA:
return Vec3<int>::AssignToAll(source_a);
case GE_SRCBLEND_INVSRCALPHA:
return Vec3<int>::AssignToAll(255 - source_a);
case GE_SRCBLEND_DSTALPHA:
return Vec3<int>::AssignToAll(dst.a());
case GE_SRCBLEND_INVDSTALPHA:
return Vec3<int>::AssignToAll(255 - dst.a());
case GE_SRCBLEND_DOUBLESRCALPHA:
return Vec3<int>::AssignToAll(2 * source_a);
case GE_SRCBLEND_DOUBLEINVSRCALPHA:
return Vec3<int>::AssignToAll(255 - 2 * source_a);
case GE_SRCBLEND_DOUBLEDSTALPHA:
return Vec3<int>::AssignToAll(2 * dst.a());
case GE_SRCBLEND_DOUBLEINVDSTALPHA:
// TODO: Clamping?
return Vec3<int>::AssignToAll(255 - 2 * dst.a());
case GE_SRCBLEND_FIXA:
return Vec4<int>::FromRGBA(gstate.getFixA()).rgb();
default:
ERROR_LOG_REPORT(G3D, "Software: Unknown source factor %x", gstate.getBlendFuncA());
return Vec3<int>();
}
}
static inline Vec3<int> GetDestFactor(const Vec3<int>& source_rgb, int source_a, const Vec4<int>& dst)
{
switch (gstate.getBlendFuncB()) {
case GE_DSTBLEND_SRCCOLOR:
return source_rgb;
case GE_DSTBLEND_INVSRCCOLOR:
return Vec3<int>::AssignToAll(255) - source_rgb;
case GE_DSTBLEND_SRCALPHA:
return Vec3<int>::AssignToAll(source_a);
case GE_DSTBLEND_INVSRCALPHA:
return Vec3<int>::AssignToAll(255 - source_a);
case GE_DSTBLEND_DSTALPHA:
return Vec3<int>::AssignToAll(dst.a());
case GE_DSTBLEND_INVDSTALPHA:
return Vec3<int>::AssignToAll(255 - dst.a());
case GE_DSTBLEND_DOUBLESRCALPHA:
return Vec3<int>::AssignToAll(2 * source_a);
case GE_DSTBLEND_DOUBLEINVSRCALPHA:
return Vec3<int>::AssignToAll(255 - 2 * source_a);
case GE_DSTBLEND_DOUBLEDSTALPHA:
return Vec3<int>::AssignToAll(2 * dst.a());
case GE_DSTBLEND_DOUBLEINVDSTALPHA:
return Vec3<int>::AssignToAll(255 - 2 * dst.a());
case GE_DSTBLEND_FIXB:
return Vec4<int>::FromRGBA(gstate.getFixB()).rgb();
default:
ERROR_LOG_REPORT(G3D, "Software: Unknown dest factor %x", gstate.getBlendFuncB());
return Vec3<int>();
}
}
static inline Vec3<int> AlphaBlendingResult(const Vec3<int>& source_rgb, int source_a, const Vec4<int> dst)
{
Vec3<int> srcfactor = GetSourceFactor(source_a, dst);
Vec3<int> dstfactor = GetDestFactor(source_rgb, source_a, dst);
switch (gstate.getBlendEq()) {
case GE_BLENDMODE_MUL_AND_ADD:
return (source_rgb * srcfactor + dst.rgb() * dstfactor) / 255;
case GE_BLENDMODE_MUL_AND_SUBTRACT:
return (source_rgb * srcfactor - dst.rgb() * dstfactor) / 255;
case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE:
return (dst.rgb() * dstfactor - source_rgb * srcfactor) / 255;
case GE_BLENDMODE_MIN:
return Vec3<int>(std::min(source_rgb.r(), dst.r()),
std::min(source_rgb.g(), dst.g()),
std::min(source_rgb.b(), dst.b()));
case GE_BLENDMODE_MAX:
return Vec3<int>(std::max(source_rgb.r(), dst.r()),
std::max(source_rgb.g(), dst.g()),
std::max(source_rgb.b(), dst.b()));
case GE_BLENDMODE_ABSDIFF:
return Vec3<int>(::abs(source_rgb.r() - dst.r()),
::abs(source_rgb.g() - dst.g()),
::abs(source_rgb.b() - dst.b()));
default:
ERROR_LOG_REPORT(G3D, "Software: Unknown blend function %x", gstate.getBlendEq());
return Vec3<int>();
}
}
template <bool clearMode>
void DrawTriangleSlice(
const VertexData& v0, const VertexData& v1, const VertexData& v2,
int minX, int minY, int maxX, int maxY,
int y1, int y2)
{
Vec2<int> d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y);
Vec2<int> d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y);
Vec2<int> d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y);
float texScaleU = getFloat24(gstate.texscaleu);
float texScaleV = getFloat24(gstate.texscalev);
float texOffsetU = getFloat24(gstate.texoffsetu);
float texOffsetV = getFloat24(gstate.texoffsetv);
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int bias0 = IsRightSideOrFlatBottomLine(v0.screenpos.xy(), v1.screenpos.xy(), v2.screenpos.xy()) ? -1 : 0;
int bias1 = IsRightSideOrFlatBottomLine(v1.screenpos.xy(), v2.screenpos.xy(), v0.screenpos.xy()) ? -1 : 0;
int bias2 = IsRightSideOrFlatBottomLine(v2.screenpos.xy(), v0.screenpos.xy(), v1.screenpos.xy()) ? -1 : 0;
int texlevel = 0;
int texbufwidthbits = 0;
u8 *texptr = NULL;
if (gstate.isTextureMapEnabled() && !clearMode) {
// TODO: Always using level 0.
GETextureFormat texfmt = gstate.getTextureFormat();
u32 texaddr = gstate.getTextureAddress(texlevel);
texbufwidthbits = GetTextureBufw(texlevel, texaddr, texfmt) * 8;
texptr = Memory::GetPointer(texaddr);
}
ScreenCoords pprime(minX, minY, 0);
int w0_base = orient2d(v1.screenpos, v2.screenpos, pprime);
int w1_base = orient2d(v2.screenpos, v0.screenpos, pprime);
int w2_base = orient2d(v0.screenpos, v1.screenpos, pprime);
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w0_base += orient2dIncY(d12.x) * 16 * y1;
w1_base += orient2dIncY(-d02.x) * 16 * y1;
w2_base += orient2dIncY(d01.x) * 16 * y1;
for (pprime.y = minY + y1 * 16; pprime.y < minY + y2 * 16; pprime.y += 16,
w0_base += orient2dIncY(d12.x)*16,
w1_base += orient2dIncY(-d02.x)*16,
w2_base += orient2dIncY(d01.x)*16) {
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int w0 = w0_base;
int w1 = w1_base;
int w2 = w2_base;
pprime.x = minX;
DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
for (; pprime.x <= maxX; pprime.x +=16,
w0 += orient2dIncX(d12.y)*16,
w1 += orient2dIncX(-d02.y)*16,
w2 += orient2dIncX(d01.y)*16,
p.x = (p.x + 1) & 0x3FF) {
// If p is on or inside all edges, render pixel
// TODO: Should we render if the pixel is both on the left and the right side? (i.e. degenerated triangle)
if (w0 + bias0 >=0 && w1 + bias1 >= 0 && w2 + bias2 >= 0) {
// TODO: Check if this check is still necessary
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if (w0 == 0 && w1 == 0 && w2 == 0)
continue;
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float wsum = 1.0f / (w0 + w1 + w2);
Vec3<int> prim_color_rgb(0, 0, 0);
int prim_color_a = 0;
Vec3<int> sec_color(0, 0, 0);
if (gstate.getShadeMode() == GE_SHADE_GOURAUD && !clearMode) {
// NOTE: When not casting color0 and color1 to float vectors, this code suffers from severe overflow issues.
// Not sure if that should be regarded as a bug or if casting to float is a valid fix.
// TODO: Is that the correct way to interpolate?
prim_color_rgb = ((v0.color0.rgb().Cast<float>() * w0 +
v1.color0.rgb().Cast<float>() * w1 +
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v2.color0.rgb().Cast<float>() * w2) * wsum).Cast<int>();
prim_color_a = (int)(((float)v0.color0.a() * w0 + (float)v1.color0.a() * w1 + (float)v2.color0.a() * w2) * wsum);
sec_color = ((v0.color1.Cast<float>() * w0 +
v1.color1.Cast<float>() * w1 +
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v2.color1.Cast<float>() * w2) * wsum).Cast<int>();
} else {
prim_color_rgb = v2.color0.rgb();
prim_color_a = v2.color0.a();
sec_color = v2.color1;
}
if (gstate.isTextureMapEnabled() && !clearMode) {
int u[4] = {0}, v[4] = {0}; // 1.23.8 fixed point
int frac_u, frac_v;
int magFilt = (gstate.texfilter>>8) & 1;
bool bilinear = magFilt != 0;
// bilinear = false;
if (gstate.isModeThrough()) {
// TODO: Is it really this simple?
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float s = ((v0.texturecoords.s() * w0 + v1.texturecoords.s() * w1 + v2.texturecoords.s() * w2) * wsum);
float t = ((v0.texturecoords.t() * w0 + v1.texturecoords.t() * w1 + v2.texturecoords.t() * w2) * wsum);
int u_texel = s * 256;
int v_texel = t * 256;
frac_u = u_texel & 0xff;
frac_v = v_texel & 0xff;
u_texel >>= 8;
v_texel >>= 8;
GetTexelCoordinatesThrough(0, u_texel, v_texel, u[0], v[0]);
if (bilinear) {
GetTexelCoordinatesThrough(0, u_texel + 1, v_texel, u[1], v[1]);
GetTexelCoordinatesThrough(0, u_texel, v_texel + 1, u[2], v[2]);
GetTexelCoordinatesThrough(0, u_texel + 1, v_texel + 1, u[3], v[3]);
}
} else {
float s = 0, t = 0;
GetTextureCoordinates(v0, v1, v2, w0, w1, w2, s, t);
s = s * texScaleU + texOffsetU;
t = t * texScaleV + texOffsetV;
if (bilinear) {
GetTexelCoordinatesQuad(0, s, t, u, v, frac_u, frac_v);
} else {
GetTexelCoordinates(0, s, t, u[0], v[0]);
}
}
Vec4<int> texcolor;
if (!bilinear) {
// Nearest filtering only. Round texcoords or just chop bits?
texcolor = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[0], v[0], texptr, texbufwidthbits));
} else {
Vec4<int> texcolor_tl = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[0], v[0], texptr, texbufwidthbits));
Vec4<int> texcolor_tr = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[1], v[1], texptr, texbufwidthbits));
Vec4<int> texcolor_bl = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[2], v[2], texptr, texbufwidthbits));
Vec4<int> texcolor_br = Vec4<int>::FromRGBA(SampleNearest(texlevel, u[3], v[3], texptr, texbufwidthbits));
Vec4<int> t = texcolor_tl * (0xff - frac_u) + texcolor_tr * frac_u;
Vec4<int> b = texcolor_bl * (0xff - frac_u) + texcolor_br * frac_u;
texcolor = (t * (0xff - frac_v) + b * frac_v) / (256 * 256);
}
Vec4<int> out = GetTextureFunctionOutput(prim_color_rgb, prim_color_a, texcolor);
prim_color_rgb = out.rgb();
prim_color_a = out.a();
}
if (gstate.isColorDoublingEnabled() && !clearMode) {
// TODO: Do we need to clamp here?
prim_color_rgb *= 2;
sec_color *= 2;
}
if (!clearMode)
prim_color_rgb += sec_color;
// TODO: Fogging
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// TODO: Is that the correct way to interpolate?
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// Without the (u32), this causes an ICE in some versions of gcc.
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u16 z = (u16)(u32)(((float)v0.screenpos.z * w0 + (float)v1.screenpos.z * w1 + (float)v2.screenpos.z * w2) * wsum);
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// Depth range test
// TODO: Clear mode?
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if (!gstate.isModeThrough())
if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax())
continue;
if (gstate.isColorTestEnabled() && !clearMode)
if (!ColorTestPassed(prim_color_rgb))
continue;
// TODO: Does a need to be clamped?
if (gstate.isAlphaTestEnabled() && !clearMode)
if (!AlphaTestPassed(prim_color_a))
continue;
// In clear mode, it uses the alpha color as stencil.
u8 stencil = clearMode ? prim_color_a : GetPixelStencil(p.x, p.y);
// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled?
if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) {
if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) {
stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
continue;
}
// Also apply depth at the same time. If disabled, same as passing.
if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) {
if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
}
continue;
} else if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
}
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if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
SetPixelDepth(p.x, p.y, z);
}
} else if (clearMode && gstate.isClearModeDepthWriteEnabled()) {
SetPixelDepth(p.x, p.y, z);
}
if (gstate.isAlphaBlendEnabled() && !clearMode) {
Vec4<int> dst = Vec4<int>::FromRGBA(GetPixelColor(p.x, p.y));
prim_color_rgb = AlphaBlendingResult(prim_color_rgb, prim_color_a, dst);
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}
if (!clearMode)
prim_color_rgb = prim_color_rgb.Clamp(0, 255);
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u32 new_color = Vec4<int>(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), stencil).ToRGBA();
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u32 old_color = GetPixelColor(p.x, p.y);
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// TODO: Is alpha blending still performed if logic ops are enabled?
if (gstate.isLogicOpEnabled() && !clearMode) {
// Logic ops don't affect stencil.
new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF);
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}
if (clearMode) {
new_color = (new_color & ~gstate.getClearModeColorMask()) | (old_color & gstate.getClearModeColorMask());
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} else {
new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask());
}
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SetPixelColor(p.x, p.y, new_color);
}
}
}
}
// Draws triangle, vertices specified in counter-clockwise direction
void DrawTriangle(const VertexData& v0, const VertexData& v1, const VertexData& v2)
{
Vec2<int> d01((int)v0.screenpos.x - (int)v1.screenpos.x, (int)v0.screenpos.y - (int)v1.screenpos.y);
Vec2<int> d02((int)v0.screenpos.x - (int)v2.screenpos.x, (int)v0.screenpos.y - (int)v2.screenpos.y);
Vec2<int> d12((int)v1.screenpos.x - (int)v2.screenpos.x, (int)v1.screenpos.y - (int)v2.screenpos.y);
// Drop primitives which are not in CCW order by checking the cross product
if (d01.x * d02.y - d01.y * d02.x < 0)
return;
// Is the division and multiplication just &= ~0xF ?
int minX = std::min(std::min(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) / 16 * 16;
int minY = std::min(std::min(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) / 16 * 16;
int maxX = std::max(std::max(v0.screenpos.x, v1.screenpos.x), v2.screenpos.x) / 16 * 16;
int maxY = std::max(std::max(v0.screenpos.y, v1.screenpos.y), v2.screenpos.y) / 16 * 16;
DrawingCoords scissorTL(gstate.getScissorX1(), gstate.getScissorY1(), 0);
DrawingCoords scissorBR(gstate.getScissorX2(), gstate.getScissorY2(), 0);
minX = std::max(minX, (int)TransformUnit::DrawingToScreen(scissorTL).x);
maxX = std::min(maxX, (int)TransformUnit::DrawingToScreen(scissorBR).x);
minY = std::max(minY, (int)TransformUnit::DrawingToScreen(scissorTL).y);
maxY = std::min(maxY, (int)TransformUnit::DrawingToScreen(scissorBR).y);
int range = (maxY - minY) / 16 + 1;
if (gstate.isModeClear())
GlobalThreadPool::Loop(std::bind(&DrawTriangleSlice<true>, v0, v1, v2, minX, minY, maxX, maxY, placeholder::_1, placeholder::_2), 0, range);
else
GlobalThreadPool::Loop(std::bind(&DrawTriangleSlice<false>, v0, v1, v2, minX, minY, maxX, maxY, placeholder::_1, placeholder::_2), 0, range);
}
void DrawPixel(ScreenCoords pos, Vec3<int> prim_color_rgb, int prim_color_a, Vec3<int> sec_color) {
// TODO: Texturing, blending etc.
ScreenCoords scissorTL(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX1(), gstate.getScissorY1(), 0)));
ScreenCoords scissorBR(TransformUnit::DrawingToScreen(DrawingCoords(gstate.getScissorX2(), gstate.getScissorY2(), 0)));
if (pos.x < scissorTL.x || pos.y < scissorTL.y || pos.x >= scissorBR.x || pos.y >= scissorBR.y)
return;
bool clearMode = gstate.isModeClear();
// TODO: Abstract out texture mapping so we can insert it here. Too big to duplicate.
if (gstate.isColorDoublingEnabled() && !clearMode) {
// TODO: Do we need to clamp here?
prim_color_rgb *= 2;
sec_color *= 2;
}
if (!clearMode)
prim_color_rgb += sec_color;
ScreenCoords pprime = pos;
// TODO: Fogging
DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
u16 z = pos.z;
// Depth range test
// TODO: Clear mode?
if (!gstate.isModeThrough())
if (z < gstate.getDepthRangeMin() || z > gstate.getDepthRangeMax())
return;
if (gstate.isColorTestEnabled() && !clearMode)
if (!ColorTestPassed(prim_color_rgb))
return;
// TODO: Does a need to be clamped?
if (gstate.isAlphaTestEnabled() && !clearMode)
if (!AlphaTestPassed(prim_color_a))
return;
// In clear mode, it uses the alpha color as stencil.
u8 stencil = clearMode ? prim_color_a : GetPixelStencil(p.x, p.y);
// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled?
if (!clearMode && (gstate.isStencilTestEnabled() || gstate.isDepthTestEnabled())) {
if (gstate.isStencilTestEnabled() && !StencilTestPassed(stencil)) {
stencil = ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
return;
}
// Also apply depth at the same time. If disabled, same as passing.
if (gstate.isDepthTestEnabled() && !DepthTestPassed(p.x, p.y, z)) {
if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
SetPixelStencil(p.x, p.y, stencil);
}
return;
} else if (gstate.isStencilTestEnabled()) {
stencil = ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
}
if (gstate.isDepthTestEnabled() && gstate.isDepthWriteEnabled()) {
SetPixelDepth(p.x, p.y, z);
}
} else if (clearMode && gstate.isClearModeDepthWriteEnabled()) {
SetPixelDepth(p.x, p.y, z);
}
if (gstate.isAlphaBlendEnabled() && !clearMode) {
Vec4<int> dst = Vec4<int>::FromRGBA(GetPixelColor(p.x, p.y));
prim_color_rgb = AlphaBlendingResult(prim_color_rgb, prim_color_a, dst);
}
if (!clearMode)
prim_color_rgb = prim_color_rgb.Clamp(0, 255);
u32 new_color = Vec4<int>(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), stencil).ToRGBA();
u32 old_color = GetPixelColor(p.x, p.y);
// TODO: Is alpha blending still performed if logic ops are enabled?
if (gstate.isLogicOpEnabled() && !clearMode) {
// Logic ops don't affect stencil.
new_color = (stencil << 24) | (ApplyLogicOp(gstate.getLogicOp(), old_color, new_color) & 0x00FFFFFF);
}
if (clearMode) {
new_color = (new_color & ~gstate.getClearModeColorMask()) | (old_color & gstate.getClearModeColorMask());
} else {
new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask());
}
SetPixelColor(p.x, p.y, new_color);
}
void DrawPoint(const VertexData &v0)
{
DrawPixel(v0.screenpos, v0.color0.rgb(), v0.color0.a(), v0.color1);
}
void DrawLine(const VertexData &v0, const VertexData &v1)
{
// TODO: Use a proper line drawing algorithm that handles fractional endpoints correctly.
Vec3<int> a(v0.screenpos.x, v0.screenpos.y, v0.screenpos.z);
Vec3<int> b(v1.screenpos.x, v1.screenpos.y, v0.screenpos.z);
int dx = b.x - a.x;
int dy = b.y - a.y;
int dz = b.z - a.z;
int steps;
if (abs(dx) < abs(dy))
steps = dy;
else
steps = dx;
float xinc = (float)dx / steps;
float yinc = (float)dy / steps;
float zinc = (float)dz / steps;
float x = a.x;
float y = a.y;
float z = a.z;
for (; steps >= 0; steps--) {
// TODO: interpolate color and UV over line
DrawPixel(ScreenCoords(x, y, z), v0.color0.rgb(), v0.color0.a(), v0.color1);
x = x + xinc;
y = y + yinc;
z = z + zinc;
}
}
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer)
{
buffer.Allocate(gstate.DepthBufStride(), 512, GPU_DBG_FORMAT_8BIT);
u8 *row = buffer.GetData();
for (int y = 0; y < 512; ++y) {
for (int x = 0; x < gstate.DepthBufStride(); ++x) {
row[x] = GetPixelStencil(x, y);
}
row += gstate.DepthBufStride();
}
return true;
}
bool GetCurrentTexture(GPUDebugBuffer &buffer)
{
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
buffer.Allocate(w, h, GE_FORMAT_8888, false);
GETextureFormat texfmt = gstate.getTextureFormat();
u32 texaddr = gstate.getTextureAddress(0);
int texbufwidthbits = GetTextureBufw(0, texaddr, texfmt) * 8;
u8 *texptr = Memory::GetPointer(texaddr);
u32 *row = (u32 *)buffer.GetData();
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
row[x] = SampleNearest(0, x, y, texptr, texbufwidthbits);
}
row += w;
}
return true;
}
} // namespace