SWRasterizer: Convert large no-capture lambdas to standalone functions
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				@ -28,9 +28,318 @@
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#include "video_core/utils.h"
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namespace Pica {
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namespace Rasterizer {
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using TevStageConfig = TexturingRegs::TevStageConfig;
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static int GetWrappedTexCoord(TexturingRegs::TextureConfig::WrapMode mode, int val, unsigned size) {
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    switch (mode) {
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    case TexturingRegs::TextureConfig::ClampToEdge:
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        val = std::max(val, 0);
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        val = std::min(val, (int)size - 1);
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        return val;
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    case TexturingRegs::TextureConfig::ClampToBorder:
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        return val;
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    case TexturingRegs::TextureConfig::Repeat:
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        return (int)((unsigned)val % size);
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    case TexturingRegs::TextureConfig::MirroredRepeat: {
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        unsigned int coord = ((unsigned)val % (2 * size));
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        if (coord >= size)
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            coord = 2 * size - 1 - coord;
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        return (int)coord;
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    }
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    default:
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        LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x", (int)mode);
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        UNIMPLEMENTED();
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        return 0;
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    }
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};
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static Math::Vec3<u8> GetColorModifier(TevStageConfig::ColorModifier factor,
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                                       const Math::Vec4<u8>& values) {
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    using ColorModifier = TevStageConfig::ColorModifier;
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    switch (factor) {
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    case ColorModifier::SourceColor:
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        return values.rgb();
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    case ColorModifier::OneMinusSourceColor:
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        return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
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    case ColorModifier::SourceAlpha:
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        return values.aaa();
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    case ColorModifier::OneMinusSourceAlpha:
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        return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
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    case ColorModifier::SourceRed:
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        return values.rrr();
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    case ColorModifier::OneMinusSourceRed:
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        return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
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    case ColorModifier::SourceGreen:
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        return values.ggg();
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    case ColorModifier::OneMinusSourceGreen:
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        return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
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    case ColorModifier::SourceBlue:
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        return values.bbb();
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    case ColorModifier::OneMinusSourceBlue:
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        return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
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    }
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};
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static u8 GetAlphaModifier(TevStageConfig::AlphaModifier factor, const Math::Vec4<u8>& values) {
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    using AlphaModifier = TevStageConfig::AlphaModifier;
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    switch (factor) {
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    case AlphaModifier::SourceAlpha:
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        return values.a();
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    case AlphaModifier::OneMinusSourceAlpha:
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        return 255 - values.a();
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    case AlphaModifier::SourceRed:
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        return values.r();
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    case AlphaModifier::OneMinusSourceRed:
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        return 255 - values.r();
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    case AlphaModifier::SourceGreen:
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        return values.g();
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    case AlphaModifier::OneMinusSourceGreen:
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        return 255 - values.g();
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    case AlphaModifier::SourceBlue:
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        return values.b();
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    case AlphaModifier::OneMinusSourceBlue:
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        return 255 - values.b();
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    }
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};
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static Math::Vec3<u8> ColorCombine(TevStageConfig::Operation op, const Math::Vec3<u8> input[3]) {
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    using Operation = TevStageConfig::Operation;
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    switch (op) {
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    case Operation::Replace:
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        return input[0];
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    case Operation::Modulate:
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        return ((input[0] * input[1]) / 255).Cast<u8>();
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    case Operation::Add: {
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        auto result = input[0] + input[1];
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        result.r() = std::min(255, result.r());
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        result.g() = std::min(255, result.g());
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        result.b() = std::min(255, result.b());
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        return result.Cast<u8>();
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    }
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    case Operation::AddSigned: {
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        // TODO(bunnei): Verify that the color conversion from (float) 0.5f to
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        // (byte) 128 is correct
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        auto result =
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            input[0].Cast<int>() + input[1].Cast<int>() - Math::MakeVec<int>(128, 128, 128);
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        result.r() = MathUtil::Clamp<int>(result.r(), 0, 255);
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        result.g() = MathUtil::Clamp<int>(result.g(), 0, 255);
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        result.b() = MathUtil::Clamp<int>(result.b(), 0, 255);
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        return result.Cast<u8>();
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    }
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    case Operation::Lerp:
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        return ((input[0] * input[2] +
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                 input[1] * (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) /
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                255)
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            .Cast<u8>();
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    case Operation::Subtract: {
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        auto result = input[0].Cast<int>() - input[1].Cast<int>();
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        result.r() = std::max(0, result.r());
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        result.g() = std::max(0, result.g());
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        result.b() = std::max(0, result.b());
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        return result.Cast<u8>();
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    }
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    case Operation::MultiplyThenAdd: {
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        auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
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        result.r() = std::min(255, result.r());
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        result.g() = std::min(255, result.g());
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        result.b() = std::min(255, result.b());
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        return result.Cast<u8>();
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    }
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    case Operation::AddThenMultiply: {
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        auto result = input[0] + input[1];
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        result.r() = std::min(255, result.r());
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        result.g() = std::min(255, result.g());
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        result.b() = std::min(255, result.b());
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        result = (result * input[2].Cast<int>()) / 255;
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        return result.Cast<u8>();
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    }
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    case Operation::Dot3_RGB: {
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        // Not fully accurate.  Worst case scenario seems to yield a +/-3 error.  Some HW results
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        // indicate that the per-component computation can't have a higher precision than 1/256,
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        // while dot3_rgb((0x80,g0,b0), (0x7F,g1,b1)) and dot3_rgb((0x80,g0,b0), (0x80,g1,b1)) give
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        // different results.
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        int result = ((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 +
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                     ((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 +
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                     ((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256;
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        result = std::max(0, std::min(255, result));
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        return {(u8)result, (u8)result, (u8)result};
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    }
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    default:
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        LOG_ERROR(HW_GPU, "Unknown color combiner operation %d", (int)op);
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        UNIMPLEMENTED();
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        return {0, 0, 0};
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    }
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};
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static u8 AlphaCombine(TevStageConfig::Operation op, const std::array<u8, 3>& input) {
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    switch (op) {
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        using Operation = TevStageConfig::Operation;
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    case Operation::Replace:
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        return input[0];
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    case Operation::Modulate:
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        return input[0] * input[1] / 255;
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    case Operation::Add:
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        return std::min(255, input[0] + input[1]);
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    case Operation::AddSigned: {
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        // TODO(bunnei): Verify that the color conversion from (float) 0.5f to (byte) 128 is correct
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        auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128;
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        return static_cast<u8>(MathUtil::Clamp<int>(result, 0, 255));
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    }
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    case Operation::Lerp:
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        return (input[0] * input[2] + input[1] * (255 - input[2])) / 255;
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    case Operation::Subtract:
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        return std::max(0, (int)input[0] - (int)input[1]);
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    case Operation::MultiplyThenAdd:
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        return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
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    case Operation::AddThenMultiply:
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        return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
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    default:
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        LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d", (int)op);
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        UNIMPLEMENTED();
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        return 0;
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    }
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};
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static Math::Vec4<u8> EvaluateBlendEquation(const Math::Vec4<u8>& src,
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                                            const Math::Vec4<u8>& srcfactor,
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                                            const Math::Vec4<u8>& dest,
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                                            const Math::Vec4<u8>& destfactor,
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                                            FramebufferRegs::BlendEquation equation) {
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    Math::Vec4<int> result;
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    auto src_result = (src * srcfactor).Cast<int>();
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    auto dst_result = (dest * destfactor).Cast<int>();
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    switch (equation) {
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    case FramebufferRegs::BlendEquation::Add:
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        result = (src_result + dst_result) / 255;
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        break;
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    case FramebufferRegs::BlendEquation::Subtract:
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        result = (src_result - dst_result) / 255;
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        break;
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    case FramebufferRegs::BlendEquation::ReverseSubtract:
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        result = (dst_result - src_result) / 255;
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        break;
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    // TODO: How do these two actually work?  OpenGL doesn't include the blend factors in the
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    //       min/max computations, but is this what the 3DS actually does?
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    case FramebufferRegs::BlendEquation::Min:
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        result.r() = std::min(src.r(), dest.r());
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        result.g() = std::min(src.g(), dest.g());
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        result.b() = std::min(src.b(), dest.b());
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        result.a() = std::min(src.a(), dest.a());
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        break;
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    case FramebufferRegs::BlendEquation::Max:
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        result.r() = std::max(src.r(), dest.r());
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        result.g() = std::max(src.g(), dest.g());
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        result.b() = std::max(src.b(), dest.b());
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        result.a() = std::max(src.a(), dest.a());
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        break;
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    default:
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        LOG_CRITICAL(HW_GPU, "Unknown RGB blend equation %x", equation);
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        UNIMPLEMENTED();
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    }
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    return Math::Vec4<u8>(MathUtil::Clamp(result.r(), 0, 255), MathUtil::Clamp(result.g(), 0, 255),
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                          MathUtil::Clamp(result.b(), 0, 255), MathUtil::Clamp(result.a(), 0, 255));
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};
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static u8 LogicOp(u8 src, u8 dest, FramebufferRegs::LogicOp op) {
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    switch (op) {
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    case FramebufferRegs::LogicOp::Clear:
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        return 0;
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    case FramebufferRegs::LogicOp::And:
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        return src & dest;
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    case FramebufferRegs::LogicOp::AndReverse:
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        return src & ~dest;
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    case FramebufferRegs::LogicOp::Copy:
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        return src;
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    case FramebufferRegs::LogicOp::Set:
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        return 255;
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    case FramebufferRegs::LogicOp::CopyInverted:
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        return ~src;
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    case FramebufferRegs::LogicOp::NoOp:
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        return dest;
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    case FramebufferRegs::LogicOp::Invert:
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        return ~dest;
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    case FramebufferRegs::LogicOp::Nand:
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        return ~(src & dest);
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    case FramebufferRegs::LogicOp::Or:
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        return src | dest;
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    case FramebufferRegs::LogicOp::Nor:
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        return ~(src | dest);
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    case FramebufferRegs::LogicOp::Xor:
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        return src ^ dest;
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    case FramebufferRegs::LogicOp::Equiv:
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        return ~(src ^ dest);
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    case FramebufferRegs::LogicOp::AndInverted:
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        return ~src & dest;
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    case FramebufferRegs::LogicOp::OrReverse:
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        return src | ~dest;
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    case FramebufferRegs::LogicOp::OrInverted:
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        return ~src | dest;
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    }
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};
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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struct Fix12P4 {
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    Fix12P4() {}
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@ -304,34 +613,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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                int t = (int)(v * float24::FromFloat32(static_cast<float>(texture.config.height)))
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                            .ToFloat32();
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                static auto GetWrappedTexCoord = [](TexturingRegs::TextureConfig::WrapMode mode,
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                                                    int val, unsigned size) {
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                    switch (mode) {
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                    case TexturingRegs::TextureConfig::ClampToEdge:
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                        val = std::max(val, 0);
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                        val = std::min(val, (int)size - 1);
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                        return val;
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                    case TexturingRegs::TextureConfig::ClampToBorder:
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                        return val;
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                    case TexturingRegs::TextureConfig::Repeat:
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                        return (int)((unsigned)val % size);
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                    case TexturingRegs::TextureConfig::MirroredRepeat: {
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                        unsigned int coord = ((unsigned)val % (2 * size));
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                        if (coord >= size)
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                            coord = 2 * size - 1 - coord;
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                        return (int)coord;
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                    }
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                    default:
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                        LOG_ERROR(HW_GPU, "Unknown texture coordinate wrapping mode %x", (int)mode);
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                        UNIMPLEMENTED();
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                        return 0;
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                    }
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                };
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                if ((texture.config.wrap_s == TexturingRegs::TextureConfig::ClampToBorder &&
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                     (s < 0 || static_cast<u32>(s) >= texture.config.width)) ||
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                    (texture.config.wrap_t == TexturingRegs::TextureConfig::ClampToBorder &&
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@ -380,9 +661,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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                 ++tev_stage_index) {
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                const auto& tev_stage = tev_stages[tev_stage_index];
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                using Source = TexturingRegs::TevStageConfig::Source;
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                using ColorModifier = TexturingRegs::TevStageConfig::ColorModifier;
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                using AlphaModifier = TexturingRegs::TevStageConfig::AlphaModifier;
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                using Operation = TexturingRegs::TevStageConfig::Operation;
 | 
			
		||||
 | 
			
		||||
                auto GetSource = [&](Source source) -> Math::Vec4<u8> {
 | 
			
		||||
                    switch (source) {
 | 
			
		||||
@ -422,187 +700,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
 | 
			
		||||
                    }
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                static auto GetColorModifier = [](ColorModifier factor,
 | 
			
		||||
                                                  const Math::Vec4<u8>& values) -> Math::Vec3<u8> {
 | 
			
		||||
                    switch (factor) {
 | 
			
		||||
                    case ColorModifier::SourceColor:
 | 
			
		||||
                        return values.rgb();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::OneMinusSourceColor:
 | 
			
		||||
                        return (Math::Vec3<u8>(255, 255, 255) - values.rgb()).Cast<u8>();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::SourceAlpha:
 | 
			
		||||
                        return values.aaa();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::OneMinusSourceAlpha:
 | 
			
		||||
                        return (Math::Vec3<u8>(255, 255, 255) - values.aaa()).Cast<u8>();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::SourceRed:
 | 
			
		||||
                        return values.rrr();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::OneMinusSourceRed:
 | 
			
		||||
                        return (Math::Vec3<u8>(255, 255, 255) - values.rrr()).Cast<u8>();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::SourceGreen:
 | 
			
		||||
                        return values.ggg();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::OneMinusSourceGreen:
 | 
			
		||||
                        return (Math::Vec3<u8>(255, 255, 255) - values.ggg()).Cast<u8>();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::SourceBlue:
 | 
			
		||||
                        return values.bbb();
 | 
			
		||||
 | 
			
		||||
                    case ColorModifier::OneMinusSourceBlue:
 | 
			
		||||
                        return (Math::Vec3<u8>(255, 255, 255) - values.bbb()).Cast<u8>();
 | 
			
		||||
                    }
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                static auto GetAlphaModifier = [](AlphaModifier factor,
 | 
			
		||||
                                                  const Math::Vec4<u8>& values) -> u8 {
 | 
			
		||||
                    switch (factor) {
 | 
			
		||||
                    case AlphaModifier::SourceAlpha:
 | 
			
		||||
                        return values.a();
 | 
			
		||||
 | 
			
		||||
                    case AlphaModifier::OneMinusSourceAlpha:
 | 
			
		||||
                        return 255 - values.a();
 | 
			
		||||
 | 
			
		||||
                    case AlphaModifier::SourceRed:
 | 
			
		||||
                        return values.r();
 | 
			
		||||
 | 
			
		||||
                    case AlphaModifier::OneMinusSourceRed:
 | 
			
		||||
                        return 255 - values.r();
 | 
			
		||||
 | 
			
		||||
                    case AlphaModifier::SourceGreen:
 | 
			
		||||
                        return values.g();
 | 
			
		||||
 | 
			
		||||
                    case AlphaModifier::OneMinusSourceGreen:
 | 
			
		||||
                        return 255 - values.g();
 | 
			
		||||
 | 
			
		||||
                    case AlphaModifier::SourceBlue:
 | 
			
		||||
                        return values.b();
 | 
			
		||||
 | 
			
		||||
                    case AlphaModifier::OneMinusSourceBlue:
 | 
			
		||||
                        return 255 - values.b();
 | 
			
		||||
                    }
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                static auto ColorCombine = [](Operation op,
 | 
			
		||||
                                              const Math::Vec3<u8> input[3]) -> Math::Vec3<u8> {
 | 
			
		||||
                    switch (op) {
 | 
			
		||||
                    case Operation::Replace:
 | 
			
		||||
                        return input[0];
 | 
			
		||||
 | 
			
		||||
                    case Operation::Modulate:
 | 
			
		||||
                        return ((input[0] * input[1]) / 255).Cast<u8>();
 | 
			
		||||
 | 
			
		||||
                    case Operation::Add: {
 | 
			
		||||
                        auto result = input[0] + input[1];
 | 
			
		||||
                        result.r() = std::min(255, result.r());
 | 
			
		||||
                        result.g() = std::min(255, result.g());
 | 
			
		||||
                        result.b() = std::min(255, result.b());
 | 
			
		||||
                        return result.Cast<u8>();
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    case Operation::AddSigned: {
 | 
			
		||||
                        // TODO(bunnei): Verify that the color conversion from (float) 0.5f to
 | 
			
		||||
                        // (byte) 128 is correct
 | 
			
		||||
                        auto result = input[0].Cast<int>() + input[1].Cast<int>() -
 | 
			
		||||
                                      Math::MakeVec<int>(128, 128, 128);
 | 
			
		||||
                        result.r() = MathUtil::Clamp<int>(result.r(), 0, 255);
 | 
			
		||||
                        result.g() = MathUtil::Clamp<int>(result.g(), 0, 255);
 | 
			
		||||
                        result.b() = MathUtil::Clamp<int>(result.b(), 0, 255);
 | 
			
		||||
                        return result.Cast<u8>();
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    case Operation::Lerp:
 | 
			
		||||
                        return ((input[0] * input[2] +
 | 
			
		||||
                                 input[1] *
 | 
			
		||||
                                     (Math::MakeVec<u8>(255, 255, 255) - input[2]).Cast<u8>()) /
 | 
			
		||||
                                255)
 | 
			
		||||
                            .Cast<u8>();
 | 
			
		||||
 | 
			
		||||
                    case Operation::Subtract: {
 | 
			
		||||
                        auto result = input[0].Cast<int>() - input[1].Cast<int>();
 | 
			
		||||
                        result.r() = std::max(0, result.r());
 | 
			
		||||
                        result.g() = std::max(0, result.g());
 | 
			
		||||
                        result.b() = std::max(0, result.b());
 | 
			
		||||
                        return result.Cast<u8>();
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    case Operation::MultiplyThenAdd: {
 | 
			
		||||
                        auto result = (input[0] * input[1] + 255 * input[2].Cast<int>()) / 255;
 | 
			
		||||
                        result.r() = std::min(255, result.r());
 | 
			
		||||
                        result.g() = std::min(255, result.g());
 | 
			
		||||
                        result.b() = std::min(255, result.b());
 | 
			
		||||
                        return result.Cast<u8>();
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    case Operation::AddThenMultiply: {
 | 
			
		||||
                        auto result = input[0] + input[1];
 | 
			
		||||
                        result.r() = std::min(255, result.r());
 | 
			
		||||
                        result.g() = std::min(255, result.g());
 | 
			
		||||
                        result.b() = std::min(255, result.b());
 | 
			
		||||
                        result = (result * input[2].Cast<int>()) / 255;
 | 
			
		||||
                        return result.Cast<u8>();
 | 
			
		||||
                    }
 | 
			
		||||
                    case Operation::Dot3_RGB: {
 | 
			
		||||
                        // Not fully accurate.
 | 
			
		||||
                        // Worst case scenario seems to yield a +/-3 error
 | 
			
		||||
                        // Some HW results indicate that the per-component computation can't have a
 | 
			
		||||
                        // higher precision than 1/256,
 | 
			
		||||
                        // while dot3_rgb( (0x80,g0,b0),(0x7F,g1,b1) ) and dot3_rgb(
 | 
			
		||||
                        // (0x80,g0,b0),(0x80,g1,b1) ) give different results
 | 
			
		||||
                        int result =
 | 
			
		||||
                            ((input[0].r() * 2 - 255) * (input[1].r() * 2 - 255) + 128) / 256 +
 | 
			
		||||
                            ((input[0].g() * 2 - 255) * (input[1].g() * 2 - 255) + 128) / 256 +
 | 
			
		||||
                            ((input[0].b() * 2 - 255) * (input[1].b() * 2 - 255) + 128) / 256;
 | 
			
		||||
                        result = std::max(0, std::min(255, result));
 | 
			
		||||
                        return {(u8)result, (u8)result, (u8)result};
 | 
			
		||||
                    }
 | 
			
		||||
                    default:
 | 
			
		||||
                        LOG_ERROR(HW_GPU, "Unknown color combiner operation %d", (int)op);
 | 
			
		||||
                        UNIMPLEMENTED();
 | 
			
		||||
                        return {0, 0, 0};
 | 
			
		||||
                    }
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                static auto AlphaCombine = [](Operation op, const std::array<u8, 3>& input) -> u8 {
 | 
			
		||||
                    switch (op) {
 | 
			
		||||
                    case Operation::Replace:
 | 
			
		||||
                        return input[0];
 | 
			
		||||
 | 
			
		||||
                    case Operation::Modulate:
 | 
			
		||||
                        return input[0] * input[1] / 255;
 | 
			
		||||
 | 
			
		||||
                    case Operation::Add:
 | 
			
		||||
                        return std::min(255, input[0] + input[1]);
 | 
			
		||||
 | 
			
		||||
                    case Operation::AddSigned: {
 | 
			
		||||
                        // TODO(bunnei): Verify that the color conversion from (float) 0.5f to
 | 
			
		||||
                        // (byte) 128 is correct
 | 
			
		||||
                        auto result = static_cast<int>(input[0]) + static_cast<int>(input[1]) - 128;
 | 
			
		||||
                        return static_cast<u8>(MathUtil::Clamp<int>(result, 0, 255));
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    case Operation::Lerp:
 | 
			
		||||
                        return (input[0] * input[2] + input[1] * (255 - input[2])) / 255;
 | 
			
		||||
 | 
			
		||||
                    case Operation::Subtract:
 | 
			
		||||
                        return std::max(0, (int)input[0] - (int)input[1]);
 | 
			
		||||
 | 
			
		||||
                    case Operation::MultiplyThenAdd:
 | 
			
		||||
                        return std::min(255, (input[0] * input[1] + 255 * input[2]) / 255);
 | 
			
		||||
 | 
			
		||||
                    case Operation::AddThenMultiply:
 | 
			
		||||
                        return (std::min(255, (input[0] + input[1])) * input[2]) / 255;
 | 
			
		||||
 | 
			
		||||
                    default:
 | 
			
		||||
                        LOG_ERROR(HW_GPU, "Unknown alpha combiner operation %d", (int)op);
 | 
			
		||||
                        UNIMPLEMENTED();
 | 
			
		||||
                        return 0;
 | 
			
		||||
                    }
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                // color combiner
 | 
			
		||||
                // NOTE: Not sure if the alpha combiner might use the color output of the previous
 | 
			
		||||
                //       stage as input. Hence, we currently don't directly write the result to
 | 
			
		||||
@ -917,56 +1014,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
 | 
			
		||||
                    return combiner_output[channel];
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                static auto EvaluateBlendEquation = [](
 | 
			
		||||
                    const Math::Vec4<u8>& src, const Math::Vec4<u8>& srcfactor,
 | 
			
		||||
                    const Math::Vec4<u8>& dest, const Math::Vec4<u8>& destfactor,
 | 
			
		||||
                    FramebufferRegs::BlendEquation equation) {
 | 
			
		||||
 | 
			
		||||
                    Math::Vec4<int> result;
 | 
			
		||||
 | 
			
		||||
                    auto src_result = (src * srcfactor).Cast<int>();
 | 
			
		||||
                    auto dst_result = (dest * destfactor).Cast<int>();
 | 
			
		||||
 | 
			
		||||
                    switch (equation) {
 | 
			
		||||
                    case FramebufferRegs::BlendEquation::Add:
 | 
			
		||||
                        result = (src_result + dst_result) / 255;
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::BlendEquation::Subtract:
 | 
			
		||||
                        result = (src_result - dst_result) / 255;
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::BlendEquation::ReverseSubtract:
 | 
			
		||||
                        result = (dst_result - src_result) / 255;
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    // TODO: How do these two actually work?
 | 
			
		||||
                    //       OpenGL doesn't include the blend factors in the min/max computations,
 | 
			
		||||
                    //       but is this what the 3DS actually does?
 | 
			
		||||
                    case FramebufferRegs::BlendEquation::Min:
 | 
			
		||||
                        result.r() = std::min(src.r(), dest.r());
 | 
			
		||||
                        result.g() = std::min(src.g(), dest.g());
 | 
			
		||||
                        result.b() = std::min(src.b(), dest.b());
 | 
			
		||||
                        result.a() = std::min(src.a(), dest.a());
 | 
			
		||||
                        break;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::BlendEquation::Max:
 | 
			
		||||
                        result.r() = std::max(src.r(), dest.r());
 | 
			
		||||
                        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);
 | 
			
		||||
                        UNIMPLEMENTED();
 | 
			
		||||
                    }
 | 
			
		||||
 | 
			
		||||
                    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(LookupFactor(0, params.factor_source_rgb),
 | 
			
		||||
                                               LookupFactor(1, params.factor_source_rgb),
 | 
			
		||||
                                               LookupFactor(2, params.factor_source_rgb),
 | 
			
		||||
@ -983,58 +1030,6 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
 | 
			
		||||
                                                         dstfactor, params.blend_equation_a)
 | 
			
		||||
                                       .a();
 | 
			
		||||
            } else {
 | 
			
		||||
                static auto LogicOp = [](u8 src, u8 dest, FramebufferRegs::LogicOp op) -> u8 {
 | 
			
		||||
                    switch (op) {
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Clear:
 | 
			
		||||
                        return 0;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::And:
 | 
			
		||||
                        return src & dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::AndReverse:
 | 
			
		||||
                        return src & ~dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Copy:
 | 
			
		||||
                        return src;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Set:
 | 
			
		||||
                        return 255;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::CopyInverted:
 | 
			
		||||
                        return ~src;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::NoOp:
 | 
			
		||||
                        return dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Invert:
 | 
			
		||||
                        return ~dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Nand:
 | 
			
		||||
                        return ~(src & dest);
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Or:
 | 
			
		||||
                        return src | dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Nor:
 | 
			
		||||
                        return ~(src | dest);
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Xor:
 | 
			
		||||
                        return src ^ dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::Equiv:
 | 
			
		||||
                        return ~(src ^ dest);
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::AndInverted:
 | 
			
		||||
                        return ~src & dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::OrReverse:
 | 
			
		||||
                        return src | ~dest;
 | 
			
		||||
 | 
			
		||||
                    case FramebufferRegs::LogicOp::OrInverted:
 | 
			
		||||
                        return ~src | dest;
 | 
			
		||||
                    }
 | 
			
		||||
                };
 | 
			
		||||
 | 
			
		||||
                blend_output =
 | 
			
		||||
                    Math::MakeVec(LogicOp(combiner_output.r(), dest.r(), output_merger.logic_op),
 | 
			
		||||
                                  LogicOp(combiner_output.g(), dest.g(), output_merger.logic_op),
 | 
			
		||||
 | 
			
		||||
		Loading…
	
		Reference in New Issue
	
	Block a user