simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels individually for filtering.

This commit is contained in:
Arisotura
2019-05-25 19:36:47 +02:00
parent 8c93a45574
commit 70a3243714
6 changed files with 266 additions and 287 deletions

View File

@ -617,10 +617,78 @@ u32 GPU2D::ColorBrightnessDown(u32 val, u32 factor)
return rb | g | 0xFF000000;
}
u32 GPU2D::ColorComposite(int i, u32 val1, u32 val2)
{
u32 coloreffect = 0;
u32 eva, evb;
u32 flag1 = val1 >> 24;
u32 flag2 = val2 >> 24;
u32 target2;
if (flag2 & 0x80) target2 = 0x1000;
else if (flag2 & 0x40) target2 = 0x0100;
else target2 = flag2 << 8;
if ((flag1 & 0x80) && (BlendCnt & target2))
{
// sprite blending
coloreffect = 1;
if (flag1 & 0x40)
{
eva = flag1 & 0x1F;
evb = 16 - eva;
}
else
{
eva = EVA;
evb = EVB;
}
}
else if ((flag1 & 0x40) && (BlendCnt & target2))
{
// 3D layer blending
coloreffect = 4;
}
else
{
if (flag1 & 0x80) flag1 = 0x10;
else if (flag1 & 0x40) flag1 = 0x01;
if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
{
coloreffect = (BlendCnt >> 6) & 0x3;
if (coloreffect == 1)
{
if (BlendCnt & target2)
{
eva = EVA;
evb = EVB;
}
else
coloreffect = 0;
}
}
}
switch (coloreffect)
{
case 0: return val1;
case 1: return ColorBlend4(val1, val2, eva, evb);
case 2: return ColorBrightnessUp(val1, EVY);
case 3: return ColorBrightnessDown(val1, EVY);
case 4: return ColorBlend5(val1, val2);
}
}
void GPU2D::DrawScanline(u32 line)
{
int stride = Accelerated ? (256*3 + 2) : 256;
int stride = Accelerated ? (256*3 + 1) : 256;
u32* dst = &Framebuffer[stride * line];
int n3dline = line;
@ -648,7 +716,6 @@ void GPU2D::DrawScanline(u32 line)
if (Accelerated)
{
dst[256*3] = 0;
dst[256*3 + 1] = 0;
}
return;
}
@ -747,14 +814,7 @@ void GPU2D::DrawScanline(u32 line)
if (Accelerated)
{
u32 ctl = (BlendCnt & 0x3FFF);
ctl |= ((DispCnt & 0x30000) >> 2);
ctl |= (EVA << 16);
ctl |= (EVB << 21);
ctl |= (EVY << 26);
dst[256*3] = ctl;
dst[256*3 + 1] = MasterBrightness;
dst[256*3] = MasterBrightness | (DispCnt & 0x30000);
return;
}
@ -858,111 +918,57 @@ void GPU2D::DoCapture(u32 line, u32 width)
// but when doing display capture, we do need the composited output
// so we do it here
u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
for (int i = 0; i < 256; i++)
{
u32 val1 = BGOBJLine[i];
u32 val3 = BGOBJLine[256+i];
u32 val2 = BGOBJLine[512+i];
u32 val2 = BGOBJLine[256+i];
u32 val3 = BGOBJLine[512+i];
if ((val1 >> 30) == 1)
{
u32 _3dval = _3DLine[val1 & 0xFF];
if ((_3dval >> 24) > 0)
{
val1 = _3dval | 0x40000000;
val2 = val3;
}
else
val1 = val3;
}
else if ((val3 >> 30) == 1)
u32 compmode = (val3 >> 24) & 0xF;
if (compmode == 4)
{
// 3D on top, blending
u32 _3dval = _3DLine[val3 & 0xFF];
if ((_3dval >> 24) > 0)
val2 = _3dval | 0x40000000;
val1 = ColorBlend5(_3dval, val1);
else
val1 = val2;
}
else
val2 = val3;
val1 &= ~0x00800000;
val2 &= ~0x00800000;
u32 coloreffect, eva, evb;
u32 flag1 = val1 >> 24;
u32 flag2 = val2 >> 24;
u32 target2;
if (flag2 & 0x80) target2 = 0x1000;
else if (flag2 & 0x40) target2 = 0x0100;
else target2 = flag2 << 8;
if ((flag1 & 0x80) && (BlendCnt & target2))
else if (compmode == 1)
{
// sprite blending
// 3D on bottom, blending
coloreffect = 1;
if (flag1 & 0x40)
u32 _3dval = _3DLine[val3 & 0xFF];
if ((_3dval >> 24) > 0)
{
eva = flag1 & 0x1F;
evb = 16 - eva;
u32 eva = (val3 >> 8) & 0x1F;
u32 evb = (val3 >> 16) & 0x1F;
val1 = ColorBlend4(val1, _3dval, eva, evb);
}
else
{
eva = EVA;
evb = EVB;
}
val1 = val2;
}
else if ((flag1 & 0x40) && (BlendCnt & target2))
else if (compmode <= 3)
{
// 3D layer blending
// 3D on top, normal/fade
BGOBJLine[i] = ColorBlend5(val1, val2);
continue;
}
else
{
if (flag1 & 0x80) flag1 = 0x10;
else if (flag1 & 0x40) flag1 = 0x01;
if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
u32 _3dval = _3DLine[val3 & 0xFF];
if ((_3dval >> 24) > 0)
{
if ((bldcnteffect == 1) && (BlendCnt & target2))
{
coloreffect = 1;
eva = EVA;
evb = EVB;
}
else if (bldcnteffect >= 2)
coloreffect = bldcnteffect;
else
coloreffect = 0;
u32 evy = (val3 >> 8) & 0x1F;
val1 = _3dval;
if (compmode == 2) val1 = ColorBrightnessUp(val1, evy);
else if (compmode == 3) val1 = ColorBrightnessDown(val1, evy);
}
else
coloreffect = 0;
val1 = val2;
}
switch (coloreffect)
{
case 0:
BGOBJLine[i] = val1;
break;
case 1:
BGOBJLine[i] = ColorBlend4(val1, val2, eva, evb);
break;
case 2:
BGOBJLine[i] = ColorBrightnessUp(val1, EVY);
break;
case 3:
BGOBJLine[i] = ColorBrightnessDown(val1, EVY);
break;
}
BGOBJLine[i] = val1;
}
}
}
@ -1374,94 +1380,102 @@ void GPU2D::DrawScanline_BGOBJ(u32 line)
if (!Accelerated)
{
u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
for (int i = 0; i < 256; i++)
{
u32 val1 = BGOBJLine[i];
u32 val2 = BGOBJLine[256+i];
u32 coloreffect, eva, evb;
u32 flag1 = val1 >> 24;
u32 flag2 = val2 >> 24;
u32 target2;
if (flag2 & 0x80) target2 = 0x1000;
else if (flag2 & 0x40) target2 = 0x0100;
else target2 = flag2 << 8;
if ((flag1 & 0x80) && (BlendCnt & target2))
{
// sprite blending
coloreffect = 1;
if (flag1 & 0x40)
{
eva = flag1 & 0x1F;
evb = 16 - eva;
}
else
{
eva = EVA;
evb = EVB;
}
}
else if ((flag1 & 0x40) && (BlendCnt & target2))
{
// 3D layer blending
BGOBJLine[i] = ColorBlend5(val1, val2);
continue;
}
else
{
if (flag1 & 0x80) flag1 = 0x10;
else if (flag1 & 0x40) flag1 = 0x01;
if ((BlendCnt & flag1) && (WindowMask[i] & 0x20))
{
if ((bldcnteffect == 1) && (BlendCnt & target2))
{
coloreffect = 1;
eva = EVA;
evb = EVB;
}
else if (bldcnteffect >= 2)
coloreffect = bldcnteffect;
else
coloreffect = 0;
}
else
coloreffect = 0;
}
switch (coloreffect)
{
case 0:
BGOBJLine[i] = val1;
break;
case 1:
BGOBJLine[i] = ColorBlend4(val1, val2, eva, evb);
break;
case 2:
BGOBJLine[i] = ColorBrightnessUp(val1, EVY);
break;
case 3:
BGOBJLine[i] = ColorBrightnessDown(val1, EVY);
break;
}
BGOBJLine[i] = ColorComposite(i, val1, val2);
}
}
else
{
for (int i = 0; i < 256; i++)
if (Num == 0)
{
BGOBJLine[i] |= ((WindowMask[i] & 0x20) << 18);
for (int i = 0; i < 256; i++)
{
u32 val1 = BGOBJLine[i];
u32 val2 = BGOBJLine[256+i];
u32 val3 = BGOBJLine[512+i];
u32 flag1 = val1 >> 24;
u32 flag2 = val2 >> 24;
u32 bldcnteffect = (BlendCnt >> 6) & 0x3;
u32 target1;
if (flag1 & 0x80) target1 = 0x0010;
else if (flag1 & 0x40) target1 = 0x0001;
else target1 = flag1;
u32 target2;
if (flag2 & 0x80) target2 = 0x1000;
else if (flag2 & 0x40) target2 = 0x0100;
else target2 = flag2 << 8;
if (((flag1 & 0xC0) == 0x40) && (BlendCnt & target2))
{
// 3D on top, blending
BGOBJLine[i] = val2;
BGOBJLine[256+i] = ColorComposite(i, val2, val3);
BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF);
}
else if ((flag1 & 0xC0) == 0x40)
{
// 3D on top, normal/fade
if (bldcnteffect == 1) bldcnteffect = 0;
if (!(BlendCnt & 0x0001)) bldcnteffect = 0;
if (!(WindowMask[i] & 0x20)) bldcnteffect = 0;
BGOBJLine[i] = val2;
BGOBJLine[256+i] = ColorComposite(i, val2, val3);
BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF);
}
else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140))
{
// 3D on bottom, blending
u32 eva, evb;
if ((flag1 & 0xC0) == 0xC0)
{
eva = flag1 & 0x1F;
evb = 16 - eva;
}
else if ((BlendCnt & target1) && (WindowMask[i] & 0x20))
{
eva = EVA;
evb = EVB;
}
else
bldcnteffect = 7;
BGOBJLine[i] = val1;
BGOBJLine[256+i] = ColorComposite(i, val1, val3);
BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val1 & 0xFF);
}
else
{
// no potential 3D pixel involved
BGOBJLine[i] = ColorComposite(i, val1, val2);
BGOBJLine[256+i] = 0;
BGOBJLine[512+i] = 0x07000000;
}
}
}
else
{
for (int i = 0; i < 256; i++)
{
u32 val1 = BGOBJLine[i];
u32 val2 = BGOBJLine[256+i];
BGOBJLine[i] = ColorComposite(i, val1, val2);
BGOBJLine[256+i] = 0;
BGOBJLine[512+i] = 0x07000000;
}
}
}