mirror of
https://github.com/hrydgard/ppsspp.git
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563 lines
18 KiB
C++
563 lines
18 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "../../Core/MemMap.h"
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#include "../GPUState.h"
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#include "Rasterizer.h"
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extern u8* fb;
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extern u8* depthbuf;
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extern u32 clut[4096];
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namespace Rasterizer {
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static int orient2d(const DrawingCoords& v0, const DrawingCoords& v1, const DrawingCoords& v2)
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{
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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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}
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int GetPixelDataOffset(int texel_size_bits, int row_pitch_bits, int u, int v)
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{
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if (!(gstate.texmode & 1))
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return v * row_pitch_bits *texel_size_bits/8 / 8 + u * texel_size_bits / 8;
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int tile_size_bits = 32;
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int tiles_in_block_horizontal = 4;
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int tiles_in_block_vertical = 8;
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int texels_per_tile = tile_size_bits / texel_size_bits;
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int tile_u = u / texels_per_tile;
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int tile_idx = (v % tiles_in_block_vertical) * (tiles_in_block_horizontal) +
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// TODO: not sure if the *texel_size_bits/8 factor is correct
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(v / tiles_in_block_vertical) * ((row_pitch_bits*texel_size_bits/8/tile_size_bits)*tiles_in_block_vertical) +
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(tile_u % tiles_in_block_horizontal) +
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(tile_u / tiles_in_block_horizontal) * (tiles_in_block_horizontal*tiles_in_block_vertical);
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return tile_idx * tile_size_bits/8 + ((u % (tile_size_bits / texel_size_bits)));
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}
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u32 DecodeRGBA4444(u16 src)
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{
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u8 r = src & 0xFF;
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u8 g = (src>>4) & 0xFF;
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u8 b = (src>>8) & 0xFF;
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u8 a = (src>>12) & 0xFF;
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r = (r << 4) | r;
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g = (g << 4) | g;
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b = (b << 4) | b;
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a = (a << 4) | a;
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return (r << 24) | (g << 16) | (b << 8) | a;
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}
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u32 DecodeRGBA5551(u16 src)
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{
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u8 r = src & 0x1F;
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u8 g = (src >> 5) & 0x1F;
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u8 b = (src >> 10) & 0x1F;
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u8 a = (src >> 15) & 0x1;
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r = (r << 3) | (r >> 2);
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g = (g << 3) | (g >> 2);
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b = (b << 3) | (b >> 2);
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a = (a) ? 0xff : 0;
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return (r << 24) | (g << 16) | (b << 8) | a;
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}
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u32 DecodeRGB565(u16 src)
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{
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u8 r = src & 0x1F;
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u8 g = (src >> 5) & 0x3F;
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u8 b = (src >> 11) & 0x1F;
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u8 a = 0; // TODO: Might want to use 0xFF here instead?
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r = (r << 3) | (r >> 2);
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g = (g << 2) | (g >> 4);
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b = (b << 3) | (b >> 2);
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return (r << 24) | (g << 16) | (b << 8) | a;
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}
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u32 DecodeRGBA8888(u32 src)
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{
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u8 r = src & 0xFF;
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u8 g = (src >> 8) & 0xFF;
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u8 b = (src >> 16) & 0xFF;
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u8 a = (src >> 24) & 0xFF;
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return (r << 24) | (g << 16) | (b << 8) | a;
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}
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u32 SampleNearest(int level, float s, float t)
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{
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int texfmt = gstate.texformat & 0xF;
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u32 texaddr = (gstate.texaddr[level] & 0xFFFFF0) | ((gstate.texbufwidth[level] << 8) & 0x0F000000);
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u8* srcptr = (u8*)Memory::GetPointer(texaddr); // TODO: not sure if this is the right place to load from...?
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int width = 1 << (gstate.texsize[level] & 0xf);
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int height = 1 << ((gstate.texsize[level]>>8) & 0xf);
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// Special rules for kernel textures (PPGe), TODO: Verify!
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int texbufwidth = (texaddr < PSP_GetUserMemoryBase()) ? gstate.texbufwidth[level] & 0x1FFF : gstate.texbufwidth[level] & 0x7FF;
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// TODO: Should probably check if textures are aligned properly...
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// TODO: Not sure if that through mode treatment is correct..
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int u = (gstate.isModeThrough()) ? s : s * width; // TODO: -1?
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int v = (gstate.isModeThrough()) ? t : t * height; // TODO: -1?
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// TODO: texcoord wrapping!!
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// TODO: Assert tmap.tmn == 0 (uv texture mapping mode)
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if (texfmt == GE_TFMT_4444) {
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srcptr += GetPixelDataOffset(16, texbufwidth*8, u, v);
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return DecodeRGBA4444(*(u16*)srcptr);
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} else if (texfmt == GE_TFMT_5551) {
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srcptr += GetPixelDataOffset(16, texbufwidth*8, u, v);
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return DecodeRGBA5551(*(u16*)srcptr);
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} else if (texfmt == GE_TFMT_5650) {
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srcptr += GetPixelDataOffset(16, texbufwidth*8, u, v);
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return DecodeRGB565(*(u16*)srcptr);
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} else if (texfmt == GE_TFMT_8888) {
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srcptr += GetPixelDataOffset(32, texbufwidth*8, u, v);
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return DecodeRGBA8888(*(u32*)srcptr);
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} else if (texfmt == GE_TFMT_CLUT8) {
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srcptr += GetPixelDataOffset(8, texbufwidth*8, u, v);
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u16 index = (((u32)*srcptr) >> gstate.getClutIndexShift()) & 0xFF;
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index &= gstate.getClutIndexMask();
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index = (index & 0xFF) | gstate.getClutIndexStartPos(); // Topmost bit is copied from start pos
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// TODO: Assert that we're using GE_CMODE_32BIT_ABGR8888;
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return clut[index];
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} else if (texfmt == GE_TFMT_CLUT4) {
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srcptr += GetPixelDataOffset(4, texbufwidth*8, u, v);
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u8 val = (u%2) ? (*srcptr & 0xF) : (*srcptr >> 4); // TODO: Check if order is correct
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u16 index = (((u32)val) >> gstate.getClutIndexShift()) & 0xFF;
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index &= gstate.getClutIndexMask();
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index = (index & 0xFF) | gstate.getClutIndexStartPos(); // Topmost bit is copied from start pos
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// TODO: Assert that we're using GE_CMODE_32BIT_ABGR8888;
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return clut[index];
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} else {
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ERROR_LOG(G3D, "Unsupported texture format: %x", texfmt);
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return 0;
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}
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}
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// NOTE: These likely aren't endian safe
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static inline u32 GetPixelColor(int x, int y)
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{
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// TODO: Fix for other pixel formats!
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return *(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()];
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}
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static inline void SetPixelColor(int x, int y, u32 value)
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{
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*(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()] = value;
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}
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static inline u16 GetPixelDepth(int x, int y)
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{
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return *(u16*)&depthbuf[2*x + 2*y*gstate.DepthBufStride()];
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}
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static inline void SetPixelDepth(int x, int y, u16 value)
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{
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*(u16*)&depthbuf[2*x + 2*y*gstate.DepthBufStride()] = value;
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}
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static inline u8 GetPixelStencil(int x, int y)
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{
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return (((*(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()]) & 0x80000000) != 0) ? 0xFF : 0;
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}
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static inline void SetPixelStencil(int x, int y, u8 value)
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{
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*(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()] = (*(u32*)&fb[4*x + 4*y*gstate.FrameBufStride()] & ~0x80000000) | ((value&0x80)<<24);
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}
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static inline bool DepthTestPassed(int x, int y, u16 z)
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{
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u16 reference_z = GetPixelDepth(x, y);
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if (gstate.isModeClear())
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return true;
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switch (gstate.getDepthTestFunc()) {
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case GE_COMP_NEVER:
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return false;
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case GE_COMP_ALWAYS:
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return true;
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case GE_COMP_EQUAL:
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return (z == reference_z);
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case GE_COMP_NOTEQUAL:
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return (z != reference_z);
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case GE_COMP_LESS:
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return (z < reference_z);
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case GE_COMP_LEQUAL:
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return (z <= reference_z);
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case GE_COMP_GREATER:
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return (z > reference_z);
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case GE_COMP_GEQUAL:
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return (z >= reference_z);
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default:
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return 0;
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}
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}
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bool IsRightSideOrFlatBottomLine(const Vec2<u10>& vertex, const Vec2<u10>& line1, const Vec2<u10>& line2)
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{
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if (line1.y == line2.y) {
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// just check if vertex is above us => bottom line parallel to x-axis
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return vertex.y < line1.y;
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} else {
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// check if vertex is on our left => right side
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return vertex.x < line1.x + (line2.x - line1.x) * (vertex.y - line1.y) / (line2.y - line1.y);
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}
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}
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void ApplyStencilOp(int op, int x, int y)
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{
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u8 old_stencil = GetPixelStencil(x, y); // TODO: Apply mask?
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u8 reference_stencil = gstate.getStencilTestRef(); // TODO: Apply mask?
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switch (op) {
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case GE_STENCILOP_KEEP:
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return;
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case GE_STENCILOP_ZERO:
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SetPixelStencil(x, y, 0);
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return;
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case GE_STENCILOP_REPLACE:
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SetPixelStencil(x, y, reference_stencil);
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break;
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case GE_STENCILOP_INVERT:
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SetPixelStencil(x, y, ~old_stencil);
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break;
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case GE_STENCILOP_INCR:
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// TODO: Does this overflow?
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SetPixelStencil(x, y, old_stencil+1);
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break;
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case GE_STENCILOP_DECR:
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// TODO: Does this underflow?
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SetPixelStencil(x, y, old_stencil-1);
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break;
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}
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}
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// Draws triangle, vertices specified in counter-clockwise direction (TODO: Make sure this is actually enforced)
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void DrawTriangle(const VertexData& v0, const VertexData& v1, const VertexData& v2)
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{
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int minX = std::min(std::min(v0.drawpos.x, v1.drawpos.x), v2.drawpos.x);
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int minY = std::min(std::min(v0.drawpos.y, v1.drawpos.y), v2.drawpos.y);
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int maxX = std::max(std::max(v0.drawpos.x, v1.drawpos.x), v2.drawpos.x);
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int maxY = std::max(std::max(v0.drawpos.y, v1.drawpos.y), v2.drawpos.y);
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minX = std::max(minX, gstate.getScissorX1());
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maxX = std::min(maxX, gstate.getScissorX2());
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minY = std::max(minY, gstate.getScissorY1());
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maxY = std::min(maxY, gstate.getScissorY2());
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int bias0 = IsRightSideOrFlatBottomLine(v0.drawpos.xy(), v1.drawpos.xy(), v2.drawpos.xy()) ? -1 : 0;
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int bias1 = IsRightSideOrFlatBottomLine(v1.drawpos.xy(), v2.drawpos.xy(), v0.drawpos.xy()) ? -1 : 0;
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int bias2 = IsRightSideOrFlatBottomLine(v2.drawpos.xy(), v0.drawpos.xy(), v1.drawpos.xy()) ? -1 : 0;
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DrawingCoords p(minX, minY, 0);
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for (p.y = minY; p.y <= maxY; ++p.y) {
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for (p.x = minX; p.x <= maxX; ++p.x) {
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int w0 = orient2d(v1.drawpos, v2.drawpos, p) + bias0;
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int w1 = orient2d(v2.drawpos, v0.drawpos, p) + bias1;
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int w2 = orient2d(v0.drawpos, v1.drawpos, p) + bias2;
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// If p is on or inside all edges, render pixel
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// TODO: Should only render when it's on the left of the right edge
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if (w0 >=0 && w1 >= 0 && w2 >= 0) {
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if (w0 == w1 && w1 == w2 && w2 == 0)
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continue;
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// TODO: Make sure this is not ridiculously small?
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float den = 1.0f/v0.clippos.w * w0 + 1.0f/v1.clippos.w * w1 + 1.0f/v2.clippos.w * w2;
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// TODO: Depth range test
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if (gstate.isStencilTestEnabled() && !gstate.isModeClear()) {
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bool pass = false;
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u8 stencil = GetPixelStencil(p.x, p.y) & gstate.getStencilTestMask(); // TODO: Magic?
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u8 ref = gstate.getStencilTestRef() & gstate.getStencilTestMask();
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switch (gstate.getStencilTestFunction()) {
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case GE_COMP_NEVER:
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pass = false;
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break;
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case GE_COMP_ALWAYS:
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pass = true;
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break;
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case GE_COMP_EQUAL:
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pass = (stencil == ref);
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break;
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case GE_COMP_NOTEQUAL:
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pass = (stencil != ref);
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break;
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case GE_COMP_LESS:
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pass = (stencil < ref);
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break;
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case GE_COMP_LEQUAL:
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pass = (stencil <= ref);
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break;
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case GE_COMP_GREATER:
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pass = (stencil > ref);
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break;
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case GE_COMP_GEQUAL:
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pass = (stencil >= ref);
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break;
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}
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if (!pass) {
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ApplyStencilOp(gstate.getStencilOpSFail(), p.x, p.y);
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continue;
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}
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}
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// TODO: Is it safe to ignore gstate.isDepthTestEnabled() when clear mode is enabled?
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if ((gstate.isDepthTestEnabled() && !gstate.isModeThrough()) || gstate.isModeClear()) {
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// TODO: Is that the correct way to interpolate?
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u16 z = (u16)((v0.drawpos.z * w0 + v1.drawpos.z * w1 + v2.drawpos.z * w2) / (w0+w1+w2));
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// TODO: Verify that stencil op indeed needs to be applied here even if stencil testing is disabled
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if (!DepthTestPassed(p.x, p.y, z)) {
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ApplyStencilOp(gstate.getStencilOpZFail(), p.x, p.y);
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continue;
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} else {
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ApplyStencilOp(gstate.getStencilOpZPass(), p.x, p.y);
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}
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// TODO: Is this condition correct?
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if (gstate.isDepthWriteEnabled() || ((gstate.clearmode&0x40) && gstate.isModeClear()))
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SetPixelDepth(p.x, p.y, z);
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}
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float s = (v0.texturecoords.s() * w0 / v0.clippos.w + v1.texturecoords.s() * w1 / v1.clippos.w + v2.texturecoords.s() * w2 / v2.clippos.w) / den;
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float t = (v0.texturecoords.t() * w0 / v0.clippos.w + v1.texturecoords.t() * w1 / v1.clippos.w + v2.texturecoords.t() * w2 / v2.clippos.w) / den;
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Vec3<int> prim_color_rgb(0, 0, 0);
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int prim_color_a = 0;
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Vec3<int> sec_color(0, 0, 0);
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if ((gstate.shademodel&1) == GE_SHADE_GOURAUD) {
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// NOTE: When not casting color0 and color1 to float vectors, this code suffers from severe overflow issues.
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// Not sure if that should be regarded as a bug or if casting to float is a valid fix.
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// TODO: Is that the correct way to interpolate?
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prim_color_rgb = ((v0.color0.rgb().Cast<float>() * w0 +
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v1.color0.rgb().Cast<float>() * w1 +
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v2.color0.rgb().Cast<float>() * w2) / (w0+w1+w2)).Cast<int>();
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prim_color_a = (int)((v0.color0.a() * w0 + v1.color0.a() * w1 + v2.color0.a() * w2) / (w0+w1+w2));
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sec_color = ((v0.color1.Cast<float>() * w0 +
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v1.color1.Cast<float>() * w1 +
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v2.color1.Cast<float>() * w2) / (w0+w1+w2)).Cast<int>();
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} else {
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prim_color_rgb = v2.color0.rgb();
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prim_color_a = v2.color0.a();
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sec_color = v2.color1;
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}
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// TODO: Also disable if vertex has no texture coordinates?
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if (gstate.isTextureMapEnabled() && !gstate.isModeClear()) {
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Vec4<int> texcolor = Vec4<int>::FromRGBA(/*TextureDecoder::*/SampleNearest(0, s, t));
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bool rgba = (gstate.texfunc & 0x10) != 0;
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// texture function
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switch (gstate.getTextureFunction()) {
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case GE_TEXFUNC_MODULATE:
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prim_color_rgb = prim_color_rgb * texcolor.rgb() / 255;
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prim_color_a = (rgba) ? (prim_color_a * texcolor.a() / 255) : prim_color_a;
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break;
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case GE_TEXFUNC_DECAL:
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{
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int t = (rgba) ? texcolor.a() : 255;
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int invt = (rgba) ? 255 - t : 0;
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prim_color_rgb = (invt * prim_color_rgb + t * texcolor.rgb()) / 255;
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// prim_color_a = prim_color_a;
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break;
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}
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case GE_TEXFUNC_BLEND:
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{
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const Vec3<int> const255(255, 255, 255);
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const Vec3<int> texenv(gstate.getTextureEnvColR(), gstate.getTextureEnvColG(), gstate.getTextureEnvColB());
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prim_color_rgb = ((const255 - texcolor.rgb()) * prim_color_rgb + texcolor.rgb() * texenv) / 255;
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prim_color_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255;
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break;
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}
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case GE_TEXFUNC_REPLACE:
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prim_color_rgb = texcolor.rgb();
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prim_color_a = (rgba) ? texcolor.a() : prim_color_a;
|
|
break;
|
|
|
|
case GE_TEXFUNC_ADD:
|
|
prim_color_rgb += texcolor.rgb();
|
|
if (prim_color_rgb.r() > 255) prim_color_rgb.r() = 255;
|
|
if (prim_color_rgb.g() > 255) prim_color_rgb.g() = 255;
|
|
if (prim_color_rgb.b() > 255) prim_color_rgb.b() = 255;
|
|
prim_color_a = prim_color_a * ((rgba) ? texcolor.a() : 255) / 255;
|
|
break;
|
|
|
|
default:
|
|
ERROR_LOG(G3D, "Unknown texture function %x", gstate.getTextureFunction());
|
|
}
|
|
}
|
|
|
|
if (gstate.isColorDoublingEnabled()) {
|
|
// TODO: Do we need to clamp here?
|
|
prim_color_rgb *= 2;
|
|
sec_color *= 2;
|
|
}
|
|
|
|
prim_color_rgb += sec_color;
|
|
if (prim_color_rgb.r() > 255) prim_color_rgb.r() = 255;
|
|
if (prim_color_rgb.g() > 255) prim_color_rgb.g() = 255;
|
|
if (prim_color_rgb.b() > 255) prim_color_rgb.b() = 255;
|
|
if (prim_color_rgb.r() < 0) prim_color_rgb.r() = 0;
|
|
if (prim_color_rgb.g() < 0) prim_color_rgb.g() = 0;
|
|
if (prim_color_rgb.b() < 0) prim_color_rgb.b() = 0;
|
|
|
|
// TODO: Fogging
|
|
|
|
if (gstate.isAlphaBlendEnabled() && !gstate.isModeClear()) {
|
|
Vec4<int> dst = Vec4<int>::FromRGBA(GetPixelColor(p.x, p.y));
|
|
|
|
Vec3<int> srccol(0, 0, 0);
|
|
Vec3<int> dstcol(0, 0, 0);
|
|
|
|
switch (gstate.getBlendFuncA()) {
|
|
case GE_SRCBLEND_DSTCOLOR:
|
|
srccol = dst.rgb();
|
|
break;
|
|
case GE_SRCBLEND_INVDSTCOLOR:
|
|
srccol = Vec3<int>::AssignToAll(255) - dst.rgb();
|
|
break;
|
|
case GE_SRCBLEND_SRCALPHA:
|
|
srccol = Vec3<int>::AssignToAll(prim_color_a);
|
|
break;
|
|
case GE_SRCBLEND_INVSRCALPHA:
|
|
srccol = Vec3<int>::AssignToAll(255 - prim_color_a);
|
|
break;
|
|
case GE_SRCBLEND_DSTALPHA:
|
|
srccol = Vec3<int>::AssignToAll(dst.a());
|
|
break;
|
|
case GE_SRCBLEND_INVDSTALPHA:
|
|
srccol = Vec3<int>::AssignToAll(255 - dst.a());
|
|
break;
|
|
case GE_SRCBLEND_DOUBLESRCALPHA:
|
|
srccol = Vec3<int>::AssignToAll(2 * prim_color_a);
|
|
break;
|
|
case GE_SRCBLEND_DOUBLEINVSRCALPHA:
|
|
srccol = Vec3<int>::AssignToAll(255 - 2 * prim_color_a);
|
|
break;
|
|
case GE_SRCBLEND_DOUBLEDSTALPHA:
|
|
srccol = Vec3<int>::AssignToAll(2 * dst.a());
|
|
break;
|
|
case GE_SRCBLEND_DOUBLEINVDSTALPHA:
|
|
srccol = Vec3<int>::AssignToAll(255 - 2 * dst.a());
|
|
break;
|
|
case GE_SRCBLEND_FIXA:
|
|
srccol = Vec4<int>::FromRGBA(gstate.getFixA()).rgb();
|
|
break;
|
|
}
|
|
|
|
switch (gstate.getBlendFuncB()) {
|
|
case GE_DSTBLEND_SRCCOLOR:
|
|
dstcol = prim_color_rgb;
|
|
break;
|
|
case GE_DSTBLEND_INVSRCCOLOR:
|
|
dstcol = Vec3<int>::AssignToAll(255) - prim_color_rgb;
|
|
break;
|
|
case GE_DSTBLEND_SRCALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(prim_color_a);
|
|
break;
|
|
case GE_DSTBLEND_INVSRCALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(255 - prim_color_a);
|
|
break;
|
|
case GE_DSTBLEND_DSTALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(dst.a());
|
|
break;
|
|
case GE_DSTBLEND_INVDSTALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(255 - dst.a());
|
|
break;
|
|
case GE_DSTBLEND_DOUBLESRCALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(2 * prim_color_a);
|
|
break;
|
|
case GE_DSTBLEND_DOUBLEINVSRCALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(255 - 2 * prim_color_a);
|
|
break;
|
|
case GE_DSTBLEND_DOUBLEDSTALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(2 * dst.a());
|
|
break;
|
|
case GE_DSTBLEND_DOUBLEINVDSTALPHA:
|
|
dstcol = Vec3<int>::AssignToAll(255 - 2 * dst.a());
|
|
break;
|
|
case GE_DSTBLEND_FIXB:
|
|
dstcol = Vec4<int>::FromRGBA(gstate.getFixB()).rgb();
|
|
break;
|
|
}
|
|
|
|
switch (gstate.getBlendEq()) {
|
|
case GE_BLENDMODE_MUL_AND_ADD:
|
|
prim_color_rgb = (prim_color_rgb * srccol + dst.rgb() * dstcol) / 255;
|
|
break;
|
|
case GE_BLENDMODE_MUL_AND_SUBTRACT:
|
|
prim_color_rgb = (prim_color_rgb * srccol - dst.rgb() * dstcol) / 255;
|
|
break;
|
|
case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE:
|
|
prim_color_rgb = (dst.rgb() * dstcol - prim_color_rgb * srccol) / 255;
|
|
break;
|
|
case GE_BLENDMODE_MIN:
|
|
prim_color_rgb.r() = std::min(prim_color_rgb.r(), dst.r());
|
|
prim_color_rgb.g() = std::min(prim_color_rgb.g(), dst.g());
|
|
prim_color_rgb.b() = std::min(prim_color_rgb.b(), dst.b());
|
|
break;
|
|
case GE_BLENDMODE_MAX:
|
|
prim_color_rgb.r() = std::max(prim_color_rgb.r(), dst.r());
|
|
prim_color_rgb.g() = std::max(prim_color_rgb.g(), dst.g());
|
|
prim_color_rgb.b() = std::max(prim_color_rgb.b(), dst.b());
|
|
break;
|
|
case GE_BLENDMODE_ABSDIFF:
|
|
prim_color_rgb.r() = ::abs(prim_color_rgb.r() - dst.r());
|
|
prim_color_rgb.g() = ::abs(prim_color_rgb.g() - dst.g());
|
|
prim_color_rgb.b() = ::abs(prim_color_rgb.b() - dst.b());
|
|
break;
|
|
}
|
|
}
|
|
SetPixelColor(p.x, p.y, Vec4<int>(prim_color_rgb.r(), prim_color_rgb.g(), prim_color_rgb.b(), prim_color_a).ToRGBA());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace
|