mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-22 22:01:06 -06:00
Make the initial 3D renderer configurable via NDSArgs
(#1913)
* Allow 3D renderers to be created without passing `GPU` to the constructor * Make the initial 3D renderer configurable via `NDSArgs` * Fix a compiler error
This commit is contained in:
@ -42,14 +42,16 @@ void SoftRenderer::StopRenderThread()
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}
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}
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void SoftRenderer::SetupRenderThread()
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void SoftRenderer::SetupRenderThread(GPU& gpu)
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{
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if (Threaded)
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{
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if (!RenderThreadRunning.load(std::memory_order_relaxed))
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{
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RenderThreadRunning = true;
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RenderThread = Platform::Thread_Create(std::bind(&SoftRenderer::RenderThreadFunc, this));
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RenderThread = Platform::Thread_Create([this, &gpu]() {
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RenderThreadFunc(gpu);
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});
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}
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// otherwise more than one frame can be queued up at once
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@ -71,8 +73,8 @@ void SoftRenderer::SetupRenderThread()
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}
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SoftRenderer::SoftRenderer(melonDS::GPU& gpu, bool threaded) noexcept
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: Renderer3D(false), GPU(gpu), Threaded(threaded)
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SoftRenderer::SoftRenderer(bool threaded) noexcept
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: Renderer3D(false), Threaded(threaded)
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{
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Sema_RenderStart = Platform::Semaphore_Create();
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Sema_RenderDone = Platform::Semaphore_Create();
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@ -92,7 +94,7 @@ SoftRenderer::~SoftRenderer()
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Platform::Semaphore_Free(Sema_ScanlineCount);
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}
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void SoftRenderer::Reset()
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void SoftRenderer::Reset(GPU& gpu)
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{
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memset(ColorBuffer, 0, BufferSize * 2 * 4);
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memset(DepthBuffer, 0, BufferSize * 2 * 4);
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@ -100,19 +102,19 @@ void SoftRenderer::Reset()
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PrevIsShadowMask = false;
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SetupRenderThread();
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SetupRenderThread(gpu);
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}
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void SoftRenderer::SetThreaded(bool threaded) noexcept
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void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept
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{
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if (Threaded != threaded)
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{
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Threaded = threaded;
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SetupRenderThread();
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SetupRenderThread(gpu);
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}
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}
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void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
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void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
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{
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u32 vramaddr = (texparam & 0xFFFF) << 3;
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@ -167,10 +169,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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case 1: // A3I5
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{
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vramaddr += ((t * width) + s);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
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texpal <<= 4;
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*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1));
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*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1), gpu);
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*alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6);
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}
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break;
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@ -178,12 +180,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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case 2: // 4-color
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{
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vramaddr += (((t * width) + s) >> 2);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
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pixel >>= ((s & 0x3) << 1);
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pixel &= 0x3;
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texpal <<= 3;
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*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
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*alpha = (pixel==0) ? alpha0 : 31;
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}
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break;
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@ -191,12 +193,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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case 3: // 16-color
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{
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vramaddr += (((t * width) + s) >> 1);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
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if (s & 0x1) pixel >>= 4;
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else pixel &= 0xF;
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texpal <<= 4;
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*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
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*alpha = (pixel==0) ? alpha0 : 31;
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}
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break;
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@ -204,10 +206,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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case 4: // 256-color
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{
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vramaddr += ((t * width) + s);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
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texpal <<= 4;
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*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1));
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*color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu);
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*alpha = (pixel==0) ? alpha0 : 31;
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}
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break;
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@ -221,30 +223,30 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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if (vramaddr >= 0x40000)
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slot1addr += 0x10000;
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u8 val = ReadVRAM_Texture<u8>(vramaddr);
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u8 val = ReadVRAM_Texture<u8>(vramaddr, gpu);
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val >>= (2 * (s & 0x3));
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u16 palinfo = ReadVRAM_Texture<u16>(slot1addr);
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u16 palinfo = ReadVRAM_Texture<u16>(slot1addr, gpu);
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u32 paloffset = (palinfo & 0x3FFF) << 2;
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texpal <<= 4;
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switch (val & 0x3)
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{
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case 0:
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset);
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
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*alpha = 31;
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break;
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case 1:
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
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*alpha = 31;
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break;
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case 2:
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if ((palinfo >> 14) == 1)
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{
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u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
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u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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@ -261,8 +263,8 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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}
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
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u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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@ -278,20 +280,20 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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*color = r | g | b;
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}
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else
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4);
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4, gpu);
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*alpha = 31;
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break;
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case 3:
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if ((palinfo >> 14) == 2)
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{
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6);
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*color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6, gpu);
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*alpha = 31;
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}
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else if ((palinfo >> 14) == 3)
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{
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u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset);
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u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2);
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u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu);
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u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu);
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u32 r0 = color0 & 0x001F;
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u32 g0 = color0 & 0x03E0;
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@ -320,10 +322,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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case 6: // A5I3
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{
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vramaddr += ((t * width) + s);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr);
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u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu);
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texpal <<= 4;
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*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1));
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*color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1), gpu);
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*alpha = (pixel >> 3);
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}
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break;
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@ -331,7 +333,7 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co
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case 7: // direct color
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{
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vramaddr += (((t * width) + s) << 1);
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*color = ReadVRAM_Texture<u16>(vramaddr);
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*color = ReadVRAM_Texture<u16>(vramaddr, gpu);
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*alpha = (*color & 0x8000) ? 31 : 0;
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}
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break;
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@ -388,7 +390,7 @@ bool DepthTest_LessThan_FrontFacing(s32 dstz, s32 z, u32 dstattr)
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return false;
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}
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u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept
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u32 SoftRenderer::AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept
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{
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u32 dstalpha = dstcolor >> 24;
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@ -399,7 +401,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce
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u32 srcG = (srccolor >> 8) & 0x3F;
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u32 srcB = (srccolor >> 16) & 0x3F;
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if (GPU.GPU3D.RenderDispCnt & (1<<3))
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if (gpu3d.RenderDispCnt & (1<<3))
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{
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u32 dstR = dstcolor & 0x3F;
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u32 dstG = (dstcolor >> 8) & 0x3F;
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@ -418,7 +420,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce
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return srcR | (srcG << 8) | (srcB << 16) | (dstalpha << 24);
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}
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u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const
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u32 SoftRenderer::RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const
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{
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u8 r, g, b, a;
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@ -428,7 +430,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
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if (blendmode == 2)
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{
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if (GPU.GPU3D.RenderDispCnt & (1<<1))
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if (gpu.GPU3D.RenderDispCnt & (1<<1))
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{
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// highlight mode: color is calculated normally
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// except all vertex color components are set
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@ -442,7 +444,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
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{
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// toon mode: vertex color is replaced by toon color
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u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1];
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u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1];
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vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
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vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
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@ -450,12 +452,12 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
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}
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}
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if ((GPU.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
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if ((gpu.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0))
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{
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u8 tr, tg, tb;
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u16 tcolor; u8 talpha;
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TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
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TextureLookup(gpu, polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha);
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tr = (tcolor << 1) & 0x3E; if (tr) tr++;
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tg = (tcolor >> 4) & 0x3E; if (tg) tg++;
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@ -503,9 +505,9 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
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a = polyalpha;
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}
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if ((blendmode == 2) && (GPU.GPU3D.RenderDispCnt & (1<<1)))
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if ((blendmode == 2) && (gpu.GPU3D.RenderDispCnt & (1<<1)))
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{
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u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1];
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u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1];
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vr = (tooncolor << 1) & 0x3E; if (vr) vr++;
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vg = (tooncolor >> 4) & 0x3E; if (vg) vg++;
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@ -526,7 +528,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s
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return r | (g << 8) | (b << 16) | (a << 24);
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}
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void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
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void SoftRenderer::PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow)
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{
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u32 dstattr = AttrBuffer[pixeladdr];
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u32 attr = (polyattr & 0xE0F0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF001F0F);
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@ -556,7 +558,7 @@ void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 pol
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if (!(dstattr & (1<<15)))
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attr &= ~(1<<15);
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color = AlphaBlend(color, ColorBuffer[pixeladdr], color>>24);
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color = AlphaBlend(gpu3d, color, ColorBuffer[pixeladdr], color>>24);
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if (z != -1)
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DepthBuffer[pixeladdr] = z;
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@ -672,7 +674,7 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly
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}
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}
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void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y)
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{
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Polygon* polygon = rp->PolyData;
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@ -749,7 +751,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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std::swap(zl, zr);
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// CHECKME: edge fill rules for swapped opaque shadow mask polygons
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if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
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if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe)
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{
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l_filledge = true;
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r_filledge = true;
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@ -777,7 +779,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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rp->SlopeR.EdgeParams<false>(&r_edgelen, &r_edgecov);
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// CHECKME: edge fill rules for unswapped opaque shadow mask polygons
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if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
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if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe)
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{
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l_filledge = true;
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r_filledge = true;
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@ -798,7 +800,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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// similarly, we can perform alpha test early (checkme)
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if (wireframe) polyalpha = 31;
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if (polyalpha <= GPU.GPU3D.RenderAlphaRef) return;
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if (polyalpha <= gpu3d.RenderAlphaRef) return;
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// in wireframe mode, there are special rules for equal Z (TODO)
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@ -900,7 +902,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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rp->XR = rp->SlopeR.Step();
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}
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void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y)
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{
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Polygon* polygon = rp->PolyData;
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@ -984,7 +986,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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// edges are always filled if antialiasing/edgemarking are enabled,
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// if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe
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// checkme: do swapped line polygons exist?
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if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
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if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
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{
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l_filledge = true;
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r_filledge = true;
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@ -1019,7 +1021,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
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// * edges are filled if both sides are identical and fully overlapping
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// edges are always filled if antialiasing/edgemarking are enabled,
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// if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe
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if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
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if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe)
|
||||
{
|
||||
l_filledge = true;
|
||||
r_filledge = true;
|
||||
@ -1118,17 +1120,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
s16 s = interpX.Interpolate(sl, sr);
|
||||
s16 t = interpX.Interpolate(tl, tr);
|
||||
|
||||
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u8 alpha = color >> 24;
|
||||
|
||||
// alpha test
|
||||
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
|
||||
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
|
||||
|
||||
if (alpha == 31)
|
||||
{
|
||||
u32 attr = polyattr | edge;
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<4))
|
||||
if (gpu.GPU3D.RenderDispCnt & (1<<4))
|
||||
{
|
||||
// anti-aliasing: all edges are rendered
|
||||
|
||||
@ -1158,11 +1160,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
else
|
||||
{
|
||||
if (!(polygon->Attr & (1<<11))) z = -1;
|
||||
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
|
||||
// blend with bottom pixel too, if needed
|
||||
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
|
||||
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1214,17 +1216,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
s16 s = interpX.Interpolate(sl, sr);
|
||||
s16 t = interpX.Interpolate(tl, tr);
|
||||
|
||||
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u8 alpha = color >> 24;
|
||||
|
||||
// alpha test
|
||||
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
|
||||
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
|
||||
|
||||
if (alpha == 31)
|
||||
{
|
||||
u32 attr = polyattr | edge;
|
||||
|
||||
if ((GPU.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF))
|
||||
if ((gpu.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF))
|
||||
{
|
||||
// anti-aliasing: all edges are rendered
|
||||
|
||||
@ -1247,11 +1249,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
else
|
||||
{
|
||||
if (!(polygon->Attr & (1<<11))) z = -1;
|
||||
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
|
||||
// blend with bottom pixel too, if needed
|
||||
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
|
||||
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1306,17 +1308,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
s16 s = interpX.Interpolate(sl, sr);
|
||||
s16 t = interpX.Interpolate(tl, tr);
|
||||
|
||||
u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t);
|
||||
u8 alpha = color >> 24;
|
||||
|
||||
// alpha test
|
||||
if (alpha <= GPU.GPU3D.RenderAlphaRef) continue;
|
||||
if (alpha <= gpu.GPU3D.RenderAlphaRef) continue;
|
||||
|
||||
if (alpha == 31)
|
||||
{
|
||||
u32 attr = polyattr | edge;
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<4))
|
||||
if (gpu.GPU3D.RenderDispCnt & (1<<4))
|
||||
{
|
||||
// anti-aliasing: all edges are rendered
|
||||
|
||||
@ -1346,11 +1348,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
else
|
||||
{
|
||||
if (!(polygon->Attr & (1<<11))) z = -1;
|
||||
PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow);
|
||||
|
||||
// blend with bottom pixel too, if needed
|
||||
if ((dstattr & 0xF) && (pixeladdr < BufferSize))
|
||||
PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1358,7 +1360,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y)
|
||||
rp->XR = rp->SlopeR.Step();
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderScanline(s32 y, int npolys)
|
||||
void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys)
|
||||
{
|
||||
for (int i = 0; i < npolys; i++)
|
||||
{
|
||||
@ -1368,19 +1370,19 @@ void SoftRenderer::RenderScanline(s32 y, int npolys)
|
||||
if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
|
||||
{
|
||||
if (polygon->IsShadowMask)
|
||||
RenderShadowMaskScanline(rp, y);
|
||||
RenderShadowMaskScanline(gpu.GPU3D, rp, y);
|
||||
else
|
||||
RenderPolygonScanline(rp, y);
|
||||
RenderPolygonScanline(gpu, rp, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
|
||||
u32 SoftRenderer::CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const
|
||||
{
|
||||
u32 z = DepthBuffer[pixeladdr];
|
||||
u32 densityid, densityfrac;
|
||||
|
||||
if (z < GPU.GPU3D.RenderFogOffset)
|
||||
if (z < gpu3d.RenderFogOffset)
|
||||
{
|
||||
densityid = 0;
|
||||
densityfrac = 0;
|
||||
@ -1392,8 +1394,8 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
|
||||
// on hardware, the final value can overflow the 32-bit range with a shift big enough,
|
||||
// causing fog to 'wrap around' and accidentally apply to larger Z ranges
|
||||
|
||||
z -= GPU.GPU3D.RenderFogOffset;
|
||||
z = (z >> 2) << GPU.GPU3D.RenderFogShift;
|
||||
z -= gpu3d.RenderFogOffset;
|
||||
z = (z >> 2) << gpu3d.RenderFogShift;
|
||||
|
||||
densityid = z >> 17;
|
||||
if (densityid >= 32)
|
||||
@ -1407,20 +1409,20 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const
|
||||
|
||||
// checkme (may be too precise?)
|
||||
u32 density =
|
||||
((GPU.GPU3D.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
|
||||
(GPU.GPU3D.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
|
||||
((gpu3d.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) +
|
||||
(gpu3d.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17;
|
||||
if (density >= 127) density = 128;
|
||||
|
||||
return density;
|
||||
}
|
||||
|
||||
void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
||||
{
|
||||
// to consider:
|
||||
// clearing all polygon fog flags if the master flag isn't set?
|
||||
// merging all final pass loops into one?
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<5))
|
||||
if (gpu3d.RenderDispCnt & (1<<5))
|
||||
{
|
||||
// edge marking
|
||||
// only applied to topmost pixels
|
||||
@ -1440,7 +1442,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
((polyid != (AttrBuffer[pixeladdr-ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr-ScanlineWidth])) ||
|
||||
((polyid != (AttrBuffer[pixeladdr+ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr+ScanlineWidth])))
|
||||
{
|
||||
u16 edgecolor = GPU.GPU3D.RenderEdgeTable[polyid >> 3];
|
||||
u16 edgecolor = gpu3d.RenderEdgeTable[polyid >> 3];
|
||||
u32 edgeR = (edgecolor << 1) & 0x3E; if (edgeR) edgeR++;
|
||||
u32 edgeG = (edgecolor >> 4) & 0x3E; if (edgeG) edgeG++;
|
||||
u32 edgeB = (edgecolor >> 9) & 0x3E; if (edgeB) edgeB++;
|
||||
@ -1453,7 +1455,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
}
|
||||
}
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<7))
|
||||
if (gpu3d.RenderDispCnt & (1<<7))
|
||||
{
|
||||
// fog
|
||||
|
||||
@ -1466,12 +1468,12 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
|
||||
// TODO: check the 'fog alpha glitch with small Z' GBAtek talks about
|
||||
|
||||
bool fogcolor = !(GPU.GPU3D.RenderDispCnt & (1<<6));
|
||||
bool fogcolor = !(gpu3d.RenderDispCnt & (1<<6));
|
||||
|
||||
u32 fogR = (GPU.GPU3D.RenderFogColor << 1) & 0x3E; if (fogR) fogR++;
|
||||
u32 fogG = (GPU.GPU3D.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++;
|
||||
u32 fogB = (GPU.GPU3D.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++;
|
||||
u32 fogA = (GPU.GPU3D.RenderFogColor >> 16) & 0x1F;
|
||||
u32 fogR = (gpu3d.RenderFogColor << 1) & 0x3E; if (fogR) fogR++;
|
||||
u32 fogG = (gpu3d.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++;
|
||||
u32 fogB = (gpu3d.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++;
|
||||
u32 fogA = (gpu3d.RenderFogColor >> 16) & 0x1F;
|
||||
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
@ -1481,7 +1483,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
u32 attr = AttrBuffer[pixeladdr];
|
||||
if (attr & (1<<15))
|
||||
{
|
||||
density = CalculateFogDensity(pixeladdr);
|
||||
density = CalculateFogDensity(gpu3d, pixeladdr);
|
||||
|
||||
srccolor = ColorBuffer[pixeladdr];
|
||||
srcR = srccolor & 0x3F;
|
||||
@ -1510,7 +1512,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
attr = AttrBuffer[pixeladdr];
|
||||
if (!(attr & (1<<15))) continue;
|
||||
|
||||
density = CalculateFogDensity(pixeladdr);
|
||||
density = CalculateFogDensity(gpu3d, pixeladdr);
|
||||
|
||||
srccolor = ColorBuffer[pixeladdr];
|
||||
srcR = srccolor & 0x3F;
|
||||
@ -1531,7 +1533,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
}
|
||||
}
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<4))
|
||||
if (gpu3d.RenderDispCnt & (1<<4))
|
||||
{
|
||||
// anti-aliasing
|
||||
|
||||
@ -1584,10 +1586,10 @@ void SoftRenderer::ScanlineFinalPass(s32 y)
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::ClearBuffers()
|
||||
void SoftRenderer::ClearBuffers(const GPU& gpu)
|
||||
{
|
||||
u32 clearz = ((GPU.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||
u32 polyid = GPU.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
|
||||
u32 clearz = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||
u32 polyid = gpu.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
|
||||
|
||||
// fill screen borders for edge marking
|
||||
|
||||
@ -1617,17 +1619,17 @@ void SoftRenderer::ClearBuffers()
|
||||
|
||||
// clear the screen
|
||||
|
||||
if (GPU.GPU3D.RenderDispCnt & (1<<14))
|
||||
if (gpu.GPU3D.RenderDispCnt & (1<<14))
|
||||
{
|
||||
u8 xoff = (GPU.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
|
||||
u8 yoff = (GPU.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
|
||||
u8 xoff = (gpu.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
|
||||
u8 yoff = (gpu.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
|
||||
|
||||
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1));
|
||||
u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1));
|
||||
u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1), gpu);
|
||||
u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1), gpu);
|
||||
|
||||
// TODO: confirm color conversion
|
||||
u32 r = (val2 << 1) & 0x3E; if (r) r++;
|
||||
@ -1652,13 +1654,13 @@ void SoftRenderer::ClearBuffers()
|
||||
else
|
||||
{
|
||||
// TODO: confirm color conversion
|
||||
u32 r = (GPU.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
|
||||
u32 g = (GPU.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
|
||||
u32 b = (GPU.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++;
|
||||
u32 a = (GPU.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
|
||||
u32 r = (gpu.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
|
||||
u32 g = (gpu.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
|
||||
u32 b = (gpu.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++;
|
||||
u32 a = (gpu.GPU3D.RenderClearAttr1 >> 16) & 0x1F;
|
||||
u32 color = r | (g << 8) | (b << 16) | (a << 24);
|
||||
|
||||
polyid |= (GPU.GPU3D.RenderClearAttr1 & 0x8000);
|
||||
polyid |= (gpu.GPU3D.RenderClearAttr1 & 0x8000);
|
||||
|
||||
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
|
||||
{
|
||||
@ -1673,7 +1675,7 @@ void SoftRenderer::ClearBuffers()
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
|
||||
void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys)
|
||||
{
|
||||
int j = 0;
|
||||
for (int i = 0; i < npolys; i++)
|
||||
@ -1682,38 +1684,38 @@ void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys)
|
||||
SetupPolygon(&PolygonList[j++], polygons[i]);
|
||||
}
|
||||
|
||||
RenderScanline(0, j);
|
||||
RenderScanline(gpu, 0, j);
|
||||
|
||||
for (s32 y = 1; y < 192; y++)
|
||||
{
|
||||
RenderScanline(y, j);
|
||||
ScanlineFinalPass(y-1);
|
||||
RenderScanline(gpu, y, j);
|
||||
ScanlineFinalPass(gpu.GPU3D, y-1);
|
||||
|
||||
if (threaded)
|
||||
Platform::Semaphore_Post(Sema_ScanlineCount);
|
||||
}
|
||||
|
||||
ScanlineFinalPass(191);
|
||||
ScanlineFinalPass(gpu.GPU3D, 191);
|
||||
|
||||
if (threaded)
|
||||
Platform::Semaphore_Post(Sema_ScanlineCount);
|
||||
}
|
||||
|
||||
void SoftRenderer::VCount144()
|
||||
void SoftRenderer::VCount144(GPU& gpu)
|
||||
{
|
||||
if (RenderThreadRunning.load(std::memory_order_relaxed) && !GPU.GPU3D.AbortFrame)
|
||||
if (RenderThreadRunning.load(std::memory_order_relaxed) && !gpu.GPU3D.AbortFrame)
|
||||
Platform::Semaphore_Wait(Sema_RenderDone);
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderFrame()
|
||||
void SoftRenderer::RenderFrame(GPU& gpu)
|
||||
{
|
||||
auto textureDirty = GPU.VRAMDirty_Texture.DeriveState(GPU.VRAMMap_Texture, GPU);
|
||||
auto texPalDirty = GPU.VRAMDirty_TexPal.DeriveState(GPU.VRAMMap_TexPal, GPU);
|
||||
auto textureDirty = gpu.VRAMDirty_Texture.DeriveState(gpu.VRAMMap_Texture, gpu);
|
||||
auto texPalDirty = gpu.VRAMDirty_TexPal.DeriveState(gpu.VRAMMap_TexPal, gpu);
|
||||
|
||||
bool textureChanged = GPU.MakeVRAMFlat_TextureCoherent(textureDirty);
|
||||
bool texPalChanged = GPU.MakeVRAMFlat_TexPalCoherent(texPalDirty);
|
||||
bool textureChanged = gpu.MakeVRAMFlat_TextureCoherent(textureDirty);
|
||||
bool texPalChanged = gpu.MakeVRAMFlat_TexPalCoherent(texPalDirty);
|
||||
|
||||
FrameIdentical = !(textureChanged || texPalChanged) && GPU.GPU3D.RenderFrameIdentical;
|
||||
FrameIdentical = !(textureChanged || texPalChanged) && gpu.GPU3D.RenderFrameIdentical;
|
||||
|
||||
if (RenderThreadRunning.load(std::memory_order_relaxed))
|
||||
{
|
||||
@ -1721,17 +1723,17 @@ void SoftRenderer::RenderFrame()
|
||||
}
|
||||
else if (!FrameIdentical)
|
||||
{
|
||||
ClearBuffers();
|
||||
RenderPolygons(false, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons);
|
||||
ClearBuffers(gpu);
|
||||
RenderPolygons(gpu, false, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
||||
}
|
||||
}
|
||||
|
||||
void SoftRenderer::RestartFrame()
|
||||
void SoftRenderer::RestartFrame(GPU& gpu)
|
||||
{
|
||||
SetupRenderThread();
|
||||
SetupRenderThread(gpu);
|
||||
}
|
||||
|
||||
void SoftRenderer::RenderThreadFunc()
|
||||
void SoftRenderer::RenderThreadFunc(GPU& gpu)
|
||||
{
|
||||
for (;;)
|
||||
{
|
||||
@ -1745,8 +1747,8 @@ void SoftRenderer::RenderThreadFunc()
|
||||
}
|
||||
else
|
||||
{
|
||||
ClearBuffers();
|
||||
RenderPolygons(true, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons);
|
||||
ClearBuffers(gpu);
|
||||
RenderPolygons(gpu, true, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
||||
}
|
||||
|
||||
Platform::Semaphore_Post(Sema_RenderDone);
|
||||
|
Reference in New Issue
Block a user