handle address wrap around in texture cache

fixes out of bounds access in Mario 64
also slightly optimise paletted texture conversion
This commit is contained in:
RSDuck
2024-10-27 23:32:05 +01:00
parent b60f42b281
commit 58ab33210a
5 changed files with 136 additions and 114 deletions

View File

@ -193,10 +193,10 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
case 1: // A3I5
{
vramaddr += ((t * width) + s);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
u8 pixel = gpu.ReadVRAMFlat_Texture<u8>(vramaddr);
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1), gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + ((pixel&0x1F)<<1));
*alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6);
}
break;
@ -204,12 +204,12 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
case 2: // 4-color
{
vramaddr += (((t * width) + s) >> 2);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
u8 pixel = gpu.ReadVRAMFlat_Texture<u8>(vramaddr);
pixel >>= ((s & 0x3) << 1);
pixel &= 0x3;
texpal <<= 3;
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + (pixel<<1));
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
@ -217,12 +217,12 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
case 3: // 16-color
{
vramaddr += (((t * width) + s) >> 1);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
u8 pixel = gpu.ReadVRAMFlat_Texture<u8>(vramaddr);
if (s & 0x1) pixel >>= 4;
else pixel &= 0xF;
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + (pixel<<1));
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
@ -230,10 +230,10 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
case 4: // 256-color
{
vramaddr += ((t * width) + s);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
u8 pixel = gpu.ReadVRAMFlat_Texture<u8>(vramaddr);
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + (pixel<<1));
*alpha = (pixel==0) ? alpha0 : 31;
}
break;
@ -253,31 +253,31 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
val = 0;
else
{
val = ReadVRAM_Texture<u8>(vramaddr, gpu);
val = gpu.ReadVRAMFlat_Texture<u8>(vramaddr);
val >>= (2 * (s & 0x3));
}
u16 palinfo = ReadVRAM_Texture<u16>(slot1addr, gpu);
u16 palinfo = gpu.ReadVRAMFlat_Texture<u16>(slot1addr);
u32 paloffset = (palinfo & 0x3FFF) << 2;
texpal <<= 4;
switch (val & 0x3)
{
case 0:
*color = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset);
*alpha = 31;
break;
case 1:
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset + 2);
*alpha = 31;
break;
case 2:
if ((palinfo >> 14) == 1)
{
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
u16 color0 = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset);
u16 color1 = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
@ -294,8 +294,8 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
}
else if ((palinfo >> 14) == 3)
{
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
u16 color0 = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset);
u16 color1 = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
@ -311,20 +311,20 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
*color = r | g | b;
}
else
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4, gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset + 4);
*alpha = 31;
break;
case 3:
if ((palinfo >> 14) == 2)
{
*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6, gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset + 6);
*alpha = 31;
}
else if ((palinfo >> 14) == 3)
{
u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
u16 color0 = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset);
u16 color1 = gpu.ReadVRAMFlat_TexPal<u16>(texpal + paloffset + 2);
u32 r0 = color0 & 0x001F;
u32 g0 = color0 & 0x03E0;
@ -353,10 +353,10 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
case 6: // A5I3
{
vramaddr += ((t * width) + s);
u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
u8 pixel = gpu.ReadVRAMFlat_Texture<u8>(vramaddr);
texpal <<= 4;
*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1), gpu);
*color = gpu.ReadVRAMFlat_TexPal<u16>(texpal + ((pixel&0x7)<<1));
*alpha = (pixel >> 3);
}
break;
@ -364,7 +364,7 @@ void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s
case 7: // direct color
{
vramaddr += (((t * width) + s) << 1);
*color = ReadVRAM_Texture<u16>(vramaddr, gpu);
*color = gpu.ReadVRAMFlat_Texture<u16>(vramaddr);
*alpha = (*color & 0x8000) ? 31 : 0;
}
break;
@ -1659,8 +1659,8 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
{
for (int x = 0; x < 256; x++)
{
u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1), gpu);
u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1), gpu);
u16 val2 = gpu.ReadVRAMFlat_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1));
u16 val3 = gpu.ReadVRAMFlat_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1));
// TODO: confirm color conversion
u32 r = (val2 << 1) & 0x3E; if (r) r++;