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Merge pull request #9673 from phire/z16peeks
Implement EFB Peeks for compressed z16 formats
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commit
4b827f3ae9
@ -222,8 +222,11 @@ void ClearScreen(const MathUtil::Rectangle<int>& rc)
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void OnPixelFormatChange()
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{
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// TODO : Check for Z compression format change
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// When using 16bit Z, the game may enable a special compression format which we need to handle
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// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
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// When using 16bit Z, the game may enable a special compression format which we might need to
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// handle. Only a few games like RS2 and RS3 even use z compression but it looks like they
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// always use ZFAR when using 16bit Z (on top of linear 24bit Z)
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// Besides, we currently don't even emulate 16bit depth and force it to 24bit.
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/*
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* When changing the EFB format, the pixel data won't get converted to the new format but stays
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@ -230,18 +230,24 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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depth = 1.0f - depth;
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u32 ret = 0;
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// Convert to 24bit depth
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u32 z24depth = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
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if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = std::clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
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}
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else
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{
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ret = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
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// When in RGB565_Z16 mode, EFB Z peeks return a 16bit value, which is presumably a
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// resolved sample from the MSAA buffer.
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// Dolphin doesn't currently emulate the 3 sample MSAA mode (and potentially never will)
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// it just transparently upgrades the framebuffer to 24bit depth and color and whatever
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// level of MSAA and higher Internal Resolution the user has configured.
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// This is mostly transparent, unless the game does an EFB read.
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// But we can simply convert the 24bit depth on the fly to the 16bit depth the game expects.
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return CompressZ16(z24depth, bpmem.zcontrol.zformat);
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}
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return ret;
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return z24depth;
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}
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}
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@ -4,8 +4,13 @@
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#pragma once
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#include <algorithm>
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#include "Common/BitUtils.h"
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#include "Common/CommonTypes.h"
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#include "VideoCommon/BPMemory.h"
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// These are accurate (disregarding AA modes).
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constexpr u32 EFB_WIDTH = 640;
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constexpr u32 EFB_HEIGHT = 528;
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@ -59,3 +64,71 @@ inline u32 Z24ToZ16ToZ24(u32 src)
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{
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return (src & 0xFFFF00) | (src >> 16);
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}
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inline u32 CompressZ16(u32 z24depth, DepthFormat format)
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{
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// Flipper offers a number of choices for 16bit Z formats that adjust
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// where the bulk of the precision lies.
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if (format == DepthFormat::ZLINEAR)
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{
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// This is just a linear depth buffer with 16 bits of precision
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return z24depth >> 8;
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}
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// ZNEAR/ZMID/ZFAR are custom floating point formats with 2/3/4 bits of exponent
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// The exponent is simply the number of leading ones that have been removed
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// The first zero bit is skipped and not stored. The mantissa contains the next 14/13/12 bits
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// If exponent is at the MAX (3, 7, or 12) then the next bit might still be a one, and can't
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// be skipped, so the mantissa simply contains the next 14/13/12 bits
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u32 leading_ones = Common::CountLeadingZeros((~z24depth) << 8);
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bool next_bit_is_one = false; // AKA: Did we clamp leading_ones?
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u32 exp_bits;
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switch (format)
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{
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case DepthFormat::ZNEAR:
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exp_bits = 2;
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if (leading_ones >= 3u)
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{
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leading_ones = 3u;
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next_bit_is_one = true;
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}
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break;
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case DepthFormat::ZMID:
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exp_bits = 3;
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if (leading_ones >= 7u)
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{
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leading_ones = 7u;
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next_bit_is_one = true;
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}
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break;
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case DepthFormat::ZFAR:
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exp_bits = 4;
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if (leading_ones >= 12u)
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{
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// The hardware implementation only uses values 0 to 12 in the exponent
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leading_ones = 12u;
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next_bit_is_one = true;
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}
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break;
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default:
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return z24depth >> 8;
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}
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u32 mantissa_bits = 16 - exp_bits;
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// Calculate which bits we need to extract from z24depth for our mantissa
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u32 top = std::max<u32>(24 - leading_ones, mantissa_bits);
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if (!next_bit_is_one)
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{
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top -= 1; // We know the next bit is zero, so we don't need to include it.
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}
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u32 bottom = top - mantissa_bits;
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u32 exponent = leading_ones << mantissa_bits; // Upper bits contain exponent
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u32 mantissa = Common::ExtractBits(z24depth, bottom, top - 1);
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return exponent | mantissa;
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}
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