Pica/BlendUnit: Implement separate color/alpha blend equations.

pull/8/head
Tony Wasserka 10 years ago
parent 81ebb4d682
commit 1561204342

@ -343,7 +343,7 @@ struct Regs {
}; };
union { union {
enum BlendEquation : u32 { enum class BlendEquation : u32 {
Add = 0, Add = 0,
Subtract = 1, Subtract = 1,
ReverseSubtract = 2, ReverseSubtract = 2,

@ -5,6 +5,7 @@
#include <algorithm> #include <algorithm>
#include "common/common_types.h" #include "common/common_types.h"
#include "common/math_util.h"
#include "math.h" #include "math.h"
#include "pica.h" #include "pica.h"
@ -596,6 +597,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
} }
auto dest = GetPixel(x >> 4, y >> 4); auto dest = GetPixel(x >> 4, y >> 4);
Math::Vec4<u8> blend_output = combiner_output;
if (registers.output_merger.alphablend_enable) { if (registers.output_merger.alphablend_enable) {
auto params = registers.output_merger.alpha_blending; auto params = registers.output_merger.alpha_blending;
@ -684,81 +686,73 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
} }
}; };
auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb), using BlendEquation = decltype(params)::BlendEquation;
LookupFactorA(params.factor_source_a)); static auto EvaluateBlendEquation = [](const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb), const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
LookupFactorA(params.factor_dest_a)); BlendEquation equation) {
Math::Vec4<int> result;
auto src_result = (combiner_output * srcfactor).Cast<int>(); auto src_result = (src * srcfactor).Cast<int>();
auto dst_result = (dest * dstfactor).Cast<int>(); auto dst_result = (dest * destfactor).Cast<int>();
switch (params.blend_equation_rgb) {
case params.Add:
{
auto result = (src_result + dst_result) / 255;
result.r() = std::min(255, result.r());
result.g() = std::min(255, result.g());
result.b() = std::min(255, result.b());
combiner_output = result.Cast<u8>();
break;
}
case params.Subtract: switch (equation) {
{ case BlendEquation::Add:
auto result = (src_result - dst_result) / 255; result = (src_result + dst_result) / 255;
result.r() = std::max(0, result.r()); break;
result.g() = std::max(0, result.g());
result.b() = std::max(0, result.b());
combiner_output = result.Cast<u8>();
break;
}
case params.ReverseSubtract: case BlendEquation::Subtract:
{ result = (src_result - dst_result) / 255;
auto result = (dst_result - src_result) / 255; break;
result.r() = std::max(0, result.r());
result.g() = std::max(0, result.g());
result.b() = std::max(0, result.b());
combiner_output = result.Cast<u8>();
break;
}
case params.Min: case BlendEquation::ReverseSubtract:
{ result = (dst_result - src_result) / 255;
// TODO: GL spec says to do it without the factors, but is this what the 3DS does? break;
Math::Vec4<int> result;
result.r() = std::min(combiner_output.r(),dest.r());
result.g() = std::min(combiner_output.g(),dest.g());
result.b() = std::min(combiner_output.b(),dest.b());
combiner_output = result.Cast<u8>();
break;
}
case params.Max: // TODO: How do these two actually work?
{ // OpenGL doesn't include the blend factors in the min/max computations,
// TODO: GL spec says to do it without the factors, but is this what the 3DS does? // but is this what the 3DS actually does?
Math::Vec4<int> result; case BlendEquation::Min:
result.r() = std::max(combiner_output.r(),dest.r()); result.r() = std::min(src.r(), dest.r());
result.g() = std::max(combiner_output.g(),dest.g()); result.g() = std::min(src.g(), dest.g());
result.b() = std::max(combiner_output.b(),dest.b()); result.b() = std::min(src.b(), dest.b());
combiner_output = result.Cast<u8>(); result.a() = std::min(src.a(), dest.a());
break; break;
}
default: case BlendEquation::Max:
LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", params.blend_equation_rgb.Value()); result.r() = std::max(src.r(), dest.r());
exit(0); result.g() = std::max(src.g(), dest.g());
} result.b() = std::max(src.b(), dest.b());
result.a() = std::max(src.a(), dest.a());
break;
default:
LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
exit(0);
}
return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255),
MathUtil::Clamp(result.g(), 0, 255),
MathUtil::Clamp(result.b(), 0, 255),
MathUtil::Clamp(result.a(), 0, 255));
};
auto srcfactor = Math::MakeVec(LookupFactorRGB(params.factor_source_rgb),
LookupFactorA(params.factor_source_a));
auto dstfactor = Math::MakeVec(LookupFactorRGB(params.factor_dest_rgb),
LookupFactorA(params.factor_dest_a));
blend_output = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_rgb);
blend_output.a() = EvaluateBlendEquation(combiner_output, srcfactor, dest, dstfactor, params.blend_equation_a).a();
} else { } else {
LOG_CRITICAL(HW_GPU, "logic op: %x", registers.output_merger.logic_op); LOG_CRITICAL(HW_GPU, "logic op: %x", registers.output_merger.logic_op);
exit(0); exit(0);
} }
const Math::Vec4<u8> result = { const Math::Vec4<u8> result = {
registers.output_merger.red_enable ? combiner_output.r() : dest.r(), registers.output_merger.red_enable ? blend_output.r() : dest.r(),
registers.output_merger.green_enable ? combiner_output.g() : dest.g(), registers.output_merger.green_enable ? blend_output.g() : dest.g(),
registers.output_merger.blue_enable ? combiner_output.b() : dest.b(), registers.output_merger.blue_enable ? blend_output.b() : dest.b(),
registers.output_merger.alpha_enable ? combiner_output.a() : dest.a() registers.output_merger.alpha_enable ? blend_output.a() : dest.a()
}; };
DrawPixel(x >> 4, y >> 4, result); DrawPixel(x >> 4, y >> 4, result);

Loading…
Cancel
Save