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Tev.cpp
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// Copyright 2009 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Software/Tev.h"
#include <algorithm>
#include <cmath>
#include <cstring>
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Core/System.h"
#include "VideoBackends/Software/EfbInterface.h"
#include "VideoBackends/Software/SWBoundingBox.h"
#include "VideoBackends/Software/TextureSampler.h"
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
#ifdef _DEBUG
#define ALLOW_TEV_DUMPS 1
#else
#define ALLOW_TEV_DUMPS 0
#endif
static inline s16 Clamp255(s16 in)
{
return std::clamp<s16>(in, 0, 255);
}
static inline s16 Clamp1024(s16 in)
{
return std::clamp<s16>(in, -1024, 1023);
}
void Tev::SetRasColor(RasColorChan colorChan, u32 swaptable)
{
switch (colorChan)
{
case RasColorChan::Color0:
{
const u8* color = Color[0];
const auto& swap = bpmem.tevksel.GetSwapTable(swaptable);
RasColor.r = color[u32(swap[ColorChannel::Red])];
RasColor.g = color[u32(swap[ColorChannel::Green])];
RasColor.b = color[u32(swap[ColorChannel::Blue])];
RasColor.a = color[u32(swap[ColorChannel::Alpha])];
}
break;
case RasColorChan::Color1:
{
const u8* color = Color[1];
const auto& swap = bpmem.tevksel.GetSwapTable(swaptable);
RasColor.r = color[u32(swap[ColorChannel::Red])];
RasColor.g = color[u32(swap[ColorChannel::Green])];
RasColor.b = color[u32(swap[ColorChannel::Blue])];
RasColor.a = color[u32(swap[ColorChannel::Alpha])];
}
break;
case RasColorChan::AlphaBump:
{
RasColor = TevColor::All(AlphaBump);
}
break;
case RasColorChan::NormalizedAlphaBump:
{
const u8 normalized = AlphaBump | AlphaBump >> 5;
RasColor = TevColor::All(normalized);
}
break;
default:
{
if (colorChan != RasColorChan::Zero)
PanicAlertFmt("Invalid ras color channel: {}", colorChan);
RasColor = TevColor::All(0);
}
break;
}
}
void Tev::DrawColorRegular(const TevStageCombiner::ColorCombiner& cc, const InputRegType inputs[4])
{
for (int i = BLU_C; i <= RED_C; i++)
{
const InputRegType& InputReg = inputs[i];
const u16 c = InputReg.c + (InputReg.c >> 7);
s32 temp = InputReg.a * (256 - c) + (InputReg.b * c);
temp <<= s_ScaleLShiftLUT[cc.scale];
temp += (cc.scale == TevScale::Divide2) ? 0 : (cc.op == TevOp::Sub) ? 127 : 128;
temp >>= 8;
temp = cc.op == TevOp::Sub ? -temp : temp;
s32 result = ((InputReg.d + s_BiasLUT[cc.bias]) << s_ScaleLShiftLUT[cc.scale]) + temp;
result = result >> s_ScaleRShiftLUT[cc.scale];
Reg[cc.dest][i] = result;
}
}
void Tev::DrawColorCompare(const TevStageCombiner::ColorCombiner& cc, const InputRegType inputs[4])
{
for (int i = BLU_C; i <= RED_C; i++)
{
u32 a, b;
switch (cc.compare_mode)
{
case TevCompareMode::R8:
a = inputs[RED_C].a;
b = inputs[RED_C].b;
break;
case TevCompareMode::GR16:
a = (inputs[GRN_C].a << 8) | inputs[RED_C].a;
b = (inputs[GRN_C].b << 8) | inputs[RED_C].b;
break;
case TevCompareMode::BGR24:
a = (inputs[BLU_C].a << 16) | (inputs[GRN_C].a << 8) | inputs[RED_C].a;
b = (inputs[BLU_C].b << 16) | (inputs[GRN_C].b << 8) | inputs[RED_C].b;
break;
case TevCompareMode::RGB8:
a = inputs[i].a;
b = inputs[i].b;
break;
default:
PanicAlertFmt("Invalid compare mode {}", cc.compare_mode);
continue;
}
if (cc.comparison == TevComparison::GT)
Reg[cc.dest][i] = inputs[i].d + ((a > b) ? inputs[i].c : 0);
else
Reg[cc.dest][i] = inputs[i].d + ((a == b) ? inputs[i].c : 0);
}
}
void Tev::DrawAlphaRegular(const TevStageCombiner::AlphaCombiner& ac, const InputRegType inputs[4])
{
const InputRegType& InputReg = inputs[ALP_C];
const u16 c = InputReg.c + (InputReg.c >> 7);
s32 temp = InputReg.a * (256 - c) + (InputReg.b * c);
temp <<= s_ScaleLShiftLUT[ac.scale];
temp += (ac.scale == TevScale::Divide2) ? 0 : (ac.op == TevOp::Sub) ? 127 : 128;
temp = ac.op == TevOp::Sub ? (-temp >> 8) : (temp >> 8);
s32 result = ((InputReg.d + s_BiasLUT[ac.bias]) << s_ScaleLShiftLUT[ac.scale]) + temp;
result = result >> s_ScaleRShiftLUT[ac.scale];
Reg[ac.dest].a = result;
}
void Tev::DrawAlphaCompare(const TevStageCombiner::AlphaCombiner& ac, const InputRegType inputs[4])
{
u32 a, b;
switch (ac.compare_mode)
{
case TevCompareMode::R8:
a = inputs[RED_C].a;
b = inputs[RED_C].b;
break;
case TevCompareMode::GR16:
a = (inputs[GRN_C].a << 8) | inputs[RED_C].a;
b = (inputs[GRN_C].b << 8) | inputs[RED_C].b;
break;
case TevCompareMode::BGR24:
a = (inputs[BLU_C].a << 16) | (inputs[GRN_C].a << 8) | inputs[RED_C].a;
b = (inputs[BLU_C].b << 16) | (inputs[GRN_C].b << 8) | inputs[RED_C].b;
break;
case TevCompareMode::A8:
a = inputs[ALP_C].a;
b = inputs[ALP_C].b;
break;
default:
PanicAlertFmt("Invalid compare mode {}", ac.compare_mode);
return;
}
if (ac.comparison == TevComparison::GT)
Reg[ac.dest].a = inputs[ALP_C].d + ((a > b) ? inputs[ALP_C].c : 0);
else
Reg[ac.dest].a = inputs[ALP_C].d + ((a == b) ? inputs[ALP_C].c : 0);
}
static bool AlphaCompare(int alpha, int ref, CompareMode comp)
{
switch (comp)
{
case CompareMode::Always:
return true;
case CompareMode::Never:
return false;
case CompareMode::LEqual:
return alpha <= ref;
case CompareMode::Less:
return alpha < ref;
case CompareMode::GEqual:
return alpha >= ref;
case CompareMode::Greater:
return alpha > ref;
case CompareMode::Equal:
return alpha == ref;
case CompareMode::NEqual:
return alpha != ref;
default:
PanicAlertFmt("Invalid compare mode {}", comp);
return true;
}
}
static bool TevAlphaTest(int alpha)
{
const bool comp0 = AlphaCompare(alpha, bpmem.alpha_test.ref0, bpmem.alpha_test.comp0);
const bool comp1 = AlphaCompare(alpha, bpmem.alpha_test.ref1, bpmem.alpha_test.comp1);
switch (bpmem.alpha_test.logic)
{
case AlphaTestOp::And:
return comp0 && comp1;
case AlphaTestOp::Or:
return comp0 || comp1;
case AlphaTestOp::Xor:
return comp0 ^ comp1;
case AlphaTestOp::Xnor:
return !(comp0 ^ comp1);
default:
PanicAlertFmt("Invalid AlphaTestOp {}", bpmem.alpha_test.logic);
return true;
}
}
static inline s32 WrapIndirectCoord(s32 coord, IndTexWrap wrapMode)
{
switch (wrapMode)
{
case IndTexWrap::ITW_OFF:
return coord;
case IndTexWrap::ITW_256:
return (coord & ((256 << 7) - 1));
case IndTexWrap::ITW_128:
return (coord & ((128 << 7) - 1));
case IndTexWrap::ITW_64:
return (coord & ((64 << 7) - 1));
case IndTexWrap::ITW_32:
return (coord & ((32 << 7) - 1));
case IndTexWrap::ITW_16:
return (coord & ((16 << 7) - 1));
case IndTexWrap::ITW_0:
return 0;
default:
PanicAlertFmt("Invalid indirect wrap mode {}", wrapMode);
return 0;
}
}
void Tev::Indirect(unsigned int stageNum, s32 s, s32 t)
{
const TevStageIndirect& indirect = bpmem.tevind[stageNum];
const u8* indmap = IndirectTex[indirect.bt];
s32 indcoord[3];
// alpha bump select
switch (indirect.bs)
{
case IndTexBumpAlpha::Off:
AlphaBump = 0;
break;
case IndTexBumpAlpha::S:
AlphaBump = indmap[TextureSampler::ALP_SMP];
break;
case IndTexBumpAlpha::T:
AlphaBump = indmap[TextureSampler::BLU_SMP];
break;
case IndTexBumpAlpha::U:
AlphaBump = indmap[TextureSampler::GRN_SMP];
break;
default:
PanicAlertFmt("Invalid alpha bump {}", indirect.bs);
return;
}
// bias select
const s16 biasValue = indirect.fmt == IndTexFormat::ITF_8 ? -128 : 1;
s16 bias[3];
bias[0] = indirect.bias_s ? biasValue : 0;
bias[1] = indirect.bias_t ? biasValue : 0;
bias[2] = indirect.bias_u ? biasValue : 0;
// format
switch (indirect.fmt)
{
case IndTexFormat::ITF_8:
indcoord[0] = indmap[TextureSampler::ALP_SMP] + bias[0];
indcoord[1] = indmap[TextureSampler::BLU_SMP] + bias[1];
indcoord[2] = indmap[TextureSampler::GRN_SMP] + bias[2];
AlphaBump = AlphaBump & 0xf8;
break;
case IndTexFormat::ITF_5:
indcoord[0] = (indmap[TextureSampler::ALP_SMP] >> 3) + bias[0];
indcoord[1] = (indmap[TextureSampler::BLU_SMP] >> 3) + bias[1];
indcoord[2] = (indmap[TextureSampler::GRN_SMP] >> 3) + bias[2];
AlphaBump = AlphaBump << 5;
break;
case IndTexFormat::ITF_4:
indcoord[0] = (indmap[TextureSampler::ALP_SMP] >> 4) + bias[0];
indcoord[1] = (indmap[TextureSampler::BLU_SMP] >> 4) + bias[1];
indcoord[2] = (indmap[TextureSampler::GRN_SMP] >> 4) + bias[2];
AlphaBump = AlphaBump << 4;
break;
case IndTexFormat::ITF_3:
indcoord[0] = (indmap[TextureSampler::ALP_SMP] >> 5) + bias[0];
indcoord[1] = (indmap[TextureSampler::BLU_SMP] >> 5) + bias[1];
indcoord[2] = (indmap[TextureSampler::GRN_SMP] >> 5) + bias[2];
AlphaBump = AlphaBump << 3;
break;
default:
PanicAlertFmt("Invalid indirect format {}", indirect.fmt);
return;
}
s32 indtevtrans[2] = {0, 0};
// matrix multiply - results might overflow, but we don't care since we only use the lower 24 bits
// of the result.
if (indirect.matrix_index != IndMtxIndex::Off)
{
const IND_MTX& indmtx = bpmem.indmtx[static_cast<u32>(indirect.matrix_index.Value()) - 1];
const int shift = 17 - indmtx.GetScale();
switch (indirect.matrix_id)
{
case IndMtxId::Indirect:
// matrix values are S0.10, output format is S17.7, so divide by 8
indtevtrans[0] = (indmtx.col0.ma * indcoord[0] + indmtx.col1.mc * indcoord[1] +
indmtx.col2.me * indcoord[2]) >>
3;
indtevtrans[1] = (indmtx.col0.mb * indcoord[0] + indmtx.col1.md * indcoord[1] +
indmtx.col2.mf * indcoord[2]) >>
3;
break;
case IndMtxId::S:
// s is S17.7, matrix elements are divided by 256, output is S17.7, so divide by 256. - TODO:
// Maybe, since s is actually stored as S24, we should divide by 256*64?
indtevtrans[0] = s * indcoord[0] / 256;
indtevtrans[1] = t * indcoord[0] / 256;
break;
case IndMtxId::T:
indtevtrans[0] = s * indcoord[1] / 256;
indtevtrans[1] = t * indcoord[1] / 256;
break;
default:
PanicAlertFmt("Invalid indirect matrix ID {}", indirect.matrix_id);
return;
}
indtevtrans[0] = shift >= 0 ? indtevtrans[0] >> shift : indtevtrans[0] << -shift;
indtevtrans[1] = shift >= 0 ? indtevtrans[1] >> shift : indtevtrans[1] << -shift;
}
else
{
// If matrix_index is Off (0), matrix_id should be Indirect (0)
ASSERT(indirect.matrix_id == IndMtxId::Indirect);
}
if (indirect.fb_addprev)
{
TexCoord.s += (int)(WrapIndirectCoord(s, indirect.sw) + indtevtrans[0]);
TexCoord.t += (int)(WrapIndirectCoord(t, indirect.tw) + indtevtrans[1]);
}
else
{
TexCoord.s = (int)(WrapIndirectCoord(s, indirect.sw) + indtevtrans[0]);
TexCoord.t = (int)(WrapIndirectCoord(t, indirect.tw) + indtevtrans[1]);
}
}
void Tev::Draw()
{
ASSERT(Position[0] >= 0 && Position[0] < s32(EFB_WIDTH));
ASSERT(Position[1] >= 0 && Position[1] < s32(EFB_HEIGHT));
INCSTAT(g_stats.this_frame.tev_pixels_in);
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
// initial color values
for (int i = 0; i < 4; i++)
{
Reg[static_cast<TevOutput>(i)].r = pixel_shader_manager.constants.colors[i][0];
Reg[static_cast<TevOutput>(i)].g = pixel_shader_manager.constants.colors[i][1];
Reg[static_cast<TevOutput>(i)].b = pixel_shader_manager.constants.colors[i][2];
Reg[static_cast<TevOutput>(i)].a = pixel_shader_manager.constants.colors[i][3];
}
for (unsigned int stageNum = 0; stageNum < bpmem.genMode.numindstages; stageNum++)
{
const int stageNum2 = stageNum >> 1;
const int stageOdd = stageNum & 1;
u32 texcoordSel = bpmem.tevindref.getTexCoord(stageNum);
const u32 texmap = bpmem.tevindref.getTexMap(stageNum);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
// This affects the Mario portrait in Luigi's Mansion, where the developers forgot to set
// the number of tex gens to 2 (bug 11462).
if (texcoordSel >= bpmem.genMode.numtexgens)
texcoordSel = 0;
const TEXSCALE& texscale = bpmem.texscale[stageNum2];
const s32 scaleS = stageOdd ? texscale.ss1 : texscale.ss0;
const s32 scaleT = stageOdd ? texscale.ts1 : texscale.ts0;
TextureSampler::Sample(Uv[texcoordSel].s >> scaleS, Uv[texcoordSel].t >> scaleT,
IndirectLod[stageNum], IndirectLinear[stageNum], texmap,
IndirectTex[stageNum]);
}
for (unsigned int stageNum = 0; stageNum <= bpmem.genMode.numtevstages; stageNum++)
{
const int stageNum2 = stageNum >> 1;
const int stageOdd = stageNum & 1;
const TwoTevStageOrders& order = bpmem.tevorders[stageNum2];
// stage combiners
const TevStageCombiner::ColorCombiner& cc = bpmem.combiners[stageNum].colorC;
const TevStageCombiner::AlphaCombiner& ac = bpmem.combiners[stageNum].alphaC;
u32 texcoordSel = order.getTexCoord(stageOdd);
const u32 texmap = order.getTexMap(stageOdd);
// Quirk: when the tex coord is not less than the number of tex gens (i.e. the tex coord does
// not exist), then tex coord 0 is used (though sometimes glitchy effects happen on console).
if (texcoordSel >= bpmem.genMode.numtexgens)
texcoordSel = 0;
Indirect(stageNum, Uv[texcoordSel].s, Uv[texcoordSel].t);
// sample texture
if (order.getEnable(stageOdd))
{
// RGBA
u8 texel[4];
if (bpmem.genMode.numtexgens > 0)
{
TextureSampler::Sample(TexCoord.s, TexCoord.t, TextureLod[stageNum],
TextureLinear[stageNum], texmap, texel);
}
else
{
// It seems like the result is always black when no tex coords are enabled, but further
// hardware testing is needed.
std::memset(texel, 0, 4);
}
const auto& swap = bpmem.tevksel.GetSwapTable(ac.tswap);
TexColor.r = texel[u32(swap[ColorChannel::Red])];
TexColor.g = texel[u32(swap[ColorChannel::Green])];
TexColor.b = texel[u32(swap[ColorChannel::Blue])];
TexColor.a = texel[u32(swap[ColorChannel::Alpha])];
}
// set konst for this stage
const auto kc = bpmem.tevksel.GetKonstColor(stageNum);
const auto ka = bpmem.tevksel.GetKonstAlpha(stageNum);
StageKonst.r = m_KonstLUT[kc].r;
StageKonst.g = m_KonstLUT[kc].g;
StageKonst.b = m_KonstLUT[kc].b;
StageKonst.a = m_KonstLUT[ka].a;
// set color
SetRasColor(order.getColorChan(stageOdd), ac.rswap);
// combine inputs
InputRegType inputs[4];
inputs[BLU_C].a = m_ColorInputLUT[cc.a].b;
inputs[BLU_C].b = m_ColorInputLUT[cc.b].b;
inputs[BLU_C].c = m_ColorInputLUT[cc.c].b;
inputs[BLU_C].d = m_ColorInputLUT[cc.d].b;
inputs[GRN_C].a = m_ColorInputLUT[cc.a].g;
inputs[GRN_C].b = m_ColorInputLUT[cc.b].g;
inputs[GRN_C].c = m_ColorInputLUT[cc.c].g;
inputs[GRN_C].d = m_ColorInputLUT[cc.d].g;
inputs[RED_C].a = m_ColorInputLUT[cc.a].r;
inputs[RED_C].b = m_ColorInputLUT[cc.b].r;
inputs[RED_C].c = m_ColorInputLUT[cc.c].r;
inputs[RED_C].d = m_ColorInputLUT[cc.d].r;
inputs[ALP_C].a = m_AlphaInputLUT[ac.a].a;
inputs[ALP_C].b = m_AlphaInputLUT[ac.b].a;
inputs[ALP_C].c = m_AlphaInputLUT[ac.c].a;
inputs[ALP_C].d = m_AlphaInputLUT[ac.d].a;
if (cc.bias != TevBias::Compare)
DrawColorRegular(cc, inputs);
else
DrawColorCompare(cc, inputs);
if (cc.clamp)
{
Reg[cc.dest].r = Clamp255(Reg[cc.dest].r);
Reg[cc.dest].g = Clamp255(Reg[cc.dest].g);
Reg[cc.dest].b = Clamp255(Reg[cc.dest].b);
}
else
{
Reg[cc.dest].r = Clamp1024(Reg[cc.dest].r);
Reg[cc.dest].g = Clamp1024(Reg[cc.dest].g);
Reg[cc.dest].b = Clamp1024(Reg[cc.dest].b);
}
if (ac.bias != TevBias::Compare)
DrawAlphaRegular(ac, inputs);
else
DrawAlphaCompare(ac, inputs);
if (ac.clamp)
Reg[ac.dest].a = Clamp255(Reg[ac.dest].a);
else
Reg[ac.dest].a = Clamp1024(Reg[ac.dest].a);
}
// convert to 8 bits per component
// the results of the last tev stage are put onto the screen,
// regardless of the used destination register - TODO: Verify!
const auto& color_index = bpmem.combiners[bpmem.genMode.numtevstages].colorC.dest;
const auto& alpha_index = bpmem.combiners[bpmem.genMode.numtevstages].alphaC.dest;
u8 output[4] = {(u8)Reg[alpha_index].a, (u8)Reg[color_index].b, (u8)Reg[color_index].g,
(u8)Reg[color_index].r};
if (!TevAlphaTest(output[ALP_C]))
return;
// Hardware testing indicates that an alpha of 1 can pass an alpha test,
// but doesn't do anything in blending
// This situation is important for Mario Kart Wii's menus (they will render incorrectly if the
// alpha test for the FMV in the background fails, since they depend on depth for drawing a yellow
// border) and Fortune Street's gameplay (where a rectangle with an alpha value of 1 is drawn over
// the center of the screen several times, but those rectangles shouldn't be visible).
// Blending seems to result in no changes to the output with an alpha of 1, even if the input
// color is white.
// TODO: Investigate this further: we might be handling blending incorrectly in general (though
// there might not be any good way of changing blending behavior)
if (output[ALP_C] == 1)
output[ALP_C] = 0;
// z texture
if (bpmem.ztex2.op != ZTexOp::Disabled)
{
u32 ztex = bpmem.ztex1.bias;
switch (bpmem.ztex2.type)
{
case ZTexFormat::U8:
ztex += TexColor[ALP_C];
break;
case ZTexFormat::U16:
ztex += TexColor[ALP_C] << 8 | TexColor[RED_C];
break;
case ZTexFormat::U24:
ztex += TexColor[RED_C] << 16 | TexColor[GRN_C] << 8 | TexColor[BLU_C];
break;
default:
PanicAlertFmt("Invalid ztex format {}", bpmem.ztex2.type);
}
if (bpmem.ztex2.op == ZTexOp::Add)
ztex += Position[2];
Position[2] = ztex & 0x00ffffff;
}
// fog
if (bpmem.fog.c_proj_fsel.fsel != FogType::Off)
{
float ze;
if (bpmem.fog.c_proj_fsel.proj == FogProjection::Perspective)
{
// perspective
// ze = A/(B - (Zs >> B_SHF))
const s32 denom = bpmem.fog.b_magnitude - (Position[2] >> bpmem.fog.b_shift);
// in addition downscale magnitude and zs to 0.24 bits
ze = (bpmem.fog.GetA() * 16777215.0f) / static_cast<float>(denom);
}
else
{
// orthographic
// ze = a*Zs
// in addition downscale zs to 0.24 bits
ze = bpmem.fog.GetA() * (static_cast<float>(Position[2]) / 16777215.0f);
}
if (bpmem.fogRange.Base.Enabled)
{
// TODO: This is untested and should definitely be checked against real hw.
// - No idea if offset is really normalized against the viewport width or against the
// projection matrix or yet something else
// - scaling of the "k" coefficient isn't clear either.
// First, calculate the offset from the viewport center (normalized to 0..1)
const float offset =
(Position[0] - (static_cast<s32>(bpmem.fogRange.Base.Center.Value()) - 342)) /
static_cast<float>(xfmem.viewport.wd);
// Based on that, choose the index such that points which are far away from the z-axis use the
// 10th "k" value and such that central points use the first value.
float floatindex = 9.f - std::abs(offset) * 9.f;
floatindex = std::clamp(floatindex, 0.f, 9.f); // TODO: This shouldn't be necessary!
// Get the two closest integer indices, look up the corresponding samples
const int indexlower = (int)floatindex;
const int indexupper = indexlower + 1;
// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog
// is too strong without the factor)
const float klower = bpmem.fogRange.K[indexlower / 2].GetValue(indexlower % 2) * 4.f;
const float kupper = bpmem.fogRange.K[indexupper / 2].GetValue(indexupper % 2) * 4.f;
// linearly interpolate the samples and multiple ze by the resulting adjustment factor
const float factor = indexupper - floatindex;
const float k = klower * factor + kupper * (1.f - factor);
const float x_adjust = sqrt(offset * offset + k * k) / k;
ze *= x_adjust; // NOTE: This is basically dividing by a cosine (hidden behind
// GXInitFogAdjTable): 1/cos = c/b = sqrt(a^2+b^2)/b
}
ze -= bpmem.fog.GetC();
// clamp 0 to 1
float fog = std::clamp(ze, 0.f, 1.f);
switch (bpmem.fog.c_proj_fsel.fsel)
{
case FogType::Exp:
fog = 1.0f - pow(2.0f, -8.0f * fog);
break;
case FogType::ExpSq:
fog = 1.0f - pow(2.0f, -8.0f * fog * fog);
break;
case FogType::BackwardsExp:
fog = 1.0f - fog;
fog = pow(2.0f, -8.0f * fog);
break;
case FogType::BackwardsExpSq:
fog = 1.0f - fog;
fog = pow(2.0f, -8.0f * fog * fog);
break;
default:
break;
}
// lerp from output to fog color
const u32 fogInt = (u32)(fog * 256);
const u32 invFog = 256 - fogInt;
output[RED_C] = (output[RED_C] * invFog + fogInt * bpmem.fog.color.r) >> 8;
output[GRN_C] = (output[GRN_C] * invFog + fogInt * bpmem.fog.color.g) >> 8;
output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
}
if (bpmem.GetEmulatedZ() == EmulatedZ::Late)
{
// TODO: Check against hw if these values get incremented even if depth testing is disabled
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT);
if (!EfbInterface::ZCompare(Position[0], Position[1], Position[2]))
return;
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT);
}
// The GC/Wii GPU rasterizes in 2x2 pixel groups, so bounding box values will be rounded to the
// extents of these groups, rather than the exact pixel.
BBoxManager::Update(static_cast<u16>(Position[0] & ~1), static_cast<u16>(Position[0] | 1),
static_cast<u16>(Position[1] & ~1), static_cast<u16>(Position[1] | 1));
INCSTAT(g_stats.this_frame.tev_pixels_out);
EfbInterface::IncPerfCounterQuadCount(PQ_BLEND_INPUT);
EfbInterface::BlendTev(Position[0], Position[1], output);
}
void Tev::SetKonstColors()
{
auto& system = Core::System::GetInstance();
auto& pixel_shader_manager = system.GetPixelShaderManager();
for (int i = 0; i < 4; i++)
{
KonstantColors[i].r = pixel_shader_manager.constants.kcolors[i][0];
KonstantColors[i].g = pixel_shader_manager.constants.kcolors[i][1];
KonstantColors[i].b = pixel_shader_manager.constants.kcolors[i][2];
KonstantColors[i].a = pixel_shader_manager.constants.kcolors[i][3];
}
}