diff --git a/src/video_core/regs_framebuffer.h b/src/video_core/regs_framebuffer.h index 8020faee8e..9703243fd9 100644 --- a/src/video_core/regs_framebuffer.h +++ b/src/video_core/regs_framebuffer.h @@ -15,6 +15,12 @@ namespace Pica { struct FramebufferRegs { + enum class FragmentOperationMode : u32 { + Default = 0, + Gas = 1, + Shadow = 3, + }; + enum class LogicOp : u32 { Clear = 0, And = 1, @@ -84,6 +90,7 @@ struct FramebufferRegs { struct { union { + BitField<0, 2, FragmentOperationMode> fragment_operation_mode; // If false, logic blending is used BitField<8, 1, u32> alphablend_enable; }; @@ -274,7 +281,14 @@ struct FramebufferRegs { ASSERT_MSG(false, "Unknown depth format %u", static_cast(format)); } - INSERT_PADDING_WORDS(0x20); + INSERT_PADDING_WORDS(0x10); // Gas related registers + + union { + BitField<0, 16, u32> constant; // float1.5.10 + BitField<16, 16, u32> linear; // float1.5.10 + } shadow; + + INSERT_PADDING_WORDS(0xF); }; static_assert(sizeof(FramebufferRegs) == 0x40 * sizeof(u32), diff --git a/src/video_core/swrasterizer/framebuffer.cpp b/src/video_core/swrasterizer/framebuffer.cpp index fb41ce4f5e..f8312b3c1c 100644 --- a/src/video_core/swrasterizer/framebuffer.cpp +++ b/src/video_core/swrasterizer/framebuffer.cpp @@ -359,5 +359,54 @@ u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) { UNREACHABLE(); }; +// Decode/Encode for shadow map format. It is similar to D24S8 format, but the depth field is in +// big-endian +static const Math::Vec2 DecodeD24S8Shadow(const u8* bytes) { + return {static_cast((bytes[0] << 16) | (bytes[1] << 8) | bytes[2]), bytes[3]}; +} + +static void EncodeD24X8Shadow(u32 depth, u8* bytes) { + bytes[2] = depth & 0xFF; + bytes[1] = (depth >> 8) & 0xFF; + bytes[0] = (depth >> 16) & 0xFF; +} + +static void EncodeX24S8Shadow(u8 stencil, u8* bytes) { + bytes[3] = stencil; +} + +void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) { + const auto& framebuffer = g_state.regs.framebuffer.framebuffer; + const auto& shadow = g_state.regs.framebuffer.shadow; + const PAddr addr = framebuffer.GetColorBufferPhysicalAddress(); + + y = framebuffer.height - y; + + const u32 coarse_y = y & ~7; + u32 bytes_per_pixel = 4; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + + coarse_y * framebuffer.width * bytes_per_pixel; + u8* dst_pixel = Memory::GetPhysicalPointer(addr) + dst_offset; + + auto ref = DecodeD24S8Shadow(dst_pixel); + u32 ref_z = ref.x; + u32 ref_s = ref.y; + + if (depth < ref_z) { + if (stencil == 0) { + EncodeD24X8Shadow(depth, dst_pixel); + } else { + float16 constant = float16::FromRaw(shadow.constant); + float16 linear = float16::FromRaw(shadow.linear); + float16 x = float16::FromFloat32(static_cast(depth) / ref_z); + float16 stencil_new = float16::FromFloat32(stencil) / (constant + linear * x); + stencil = static_cast(MathUtil::Clamp(stencil_new.ToFloat32(), 0.0f, 255.0f)); + + if (stencil < ref_s) + EncodeX24S8Shadow(stencil, dst_pixel); + } + } +} + } // namespace Rasterizer } // namespace Pica diff --git a/src/video_core/swrasterizer/framebuffer.h b/src/video_core/swrasterizer/framebuffer.h index 4a32a49797..0a1c42669e 100644 --- a/src/video_core/swrasterizer/framebuffer.h +++ b/src/video_core/swrasterizer/framebuffer.h @@ -25,5 +25,7 @@ Math::Vec4 EvaluateBlendEquation(const Math::Vec4& src, const Math::Vec4 u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op); +void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil); + } // namespace Rasterizer } // namespace Pica diff --git a/src/video_core/swrasterizer/rasterizer.cpp b/src/video_core/swrasterizer/rasterizer.cpp index 7c3109f93b..f2666deaf5 100644 --- a/src/video_core/swrasterizer/rasterizer.cpp +++ b/src/video_core/swrasterizer/rasterizer.cpp @@ -572,6 +572,17 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve } const auto& output_merger = regs.framebuffer.output_merger; + + if (output_merger.fragment_operation_mode == + FramebufferRegs::FragmentOperationMode::Shadow) { + u32 depth_int = static_cast(depth * 0xFFFFFF); + // use green color as the shadow intensity + u8 stencil = combiner_output.y; + DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil); + // skip the normal output merger pipeline if it is in shadow mode + continue; + } + // TODO: Does alpha testing happen before or after stencil? if (output_merger.alpha_test.enable) { bool pass = false;