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Merge pull request #9673 from phire/z16peeks
Implement EFB Peeks for compressed z16 formats
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JMC47 committed May 5, 2021
2 parents a8c40eb + ab55c94 commit 4b827f3
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Showing 3 changed files with 92 additions and 10 deletions.
7 changes: 5 additions & 2 deletions Source/Core/VideoCommon/BPFunctions.cpp
Expand Up @@ -222,8 +222,11 @@ void ClearScreen(const MathUtil::Rectangle<int>& rc)
void OnPixelFormatChange()
{
// TODO : Check for Z compression format change
// When using 16bit Z, the game may enable a special compression format which we need to handle
// If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
// When using 16bit Z, the game may enable a special compression format which we might need to
// handle. Only a few games like RS2 and RS3 even use z compression but it looks like they
// always use ZFAR when using 16bit Z (on top of linear 24bit Z)

// Besides, we currently don't even emulate 16bit depth and force it to 24bit.

/*
* When changing the EFB format, the pixel data won't get converted to the new format but stays
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22 changes: 14 additions & 8 deletions Source/Core/VideoCommon/RenderBase.cpp
Expand Up @@ -230,18 +230,24 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
depth = 1.0f - depth;

u32 ret = 0;
// Convert to 24bit depth
u32 z24depth = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);

if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
ret = std::clamp<u32>(static_cast<u32>(depth * 65536.0f), 0, 0xFFFF);
}
else
{
ret = std::clamp<u32>(static_cast<u32>(depth * 16777216.0f), 0, 0xFFFFFF);
// When in RGB565_Z16 mode, EFB Z peeks return a 16bit value, which is presumably a
// resolved sample from the MSAA buffer.
// Dolphin doesn't currently emulate the 3 sample MSAA mode (and potentially never will)
// it just transparently upgrades the framebuffer to 24bit depth and color and whatever
// level of MSAA and higher Internal Resolution the user has configured.

// This is mostly transparent, unless the game does an EFB read.
// But we can simply convert the 24bit depth on the fly to the 16bit depth the game expects.

return CompressZ16(z24depth, bpmem.zcontrol.zformat);
}

return ret;
return z24depth;
}
}

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73 changes: 73 additions & 0 deletions Source/Core/VideoCommon/VideoCommon.h
Expand Up @@ -4,8 +4,13 @@

#pragma once

#include <algorithm>

#include "Common/BitUtils.h"
#include "Common/CommonTypes.h"

#include "VideoCommon/BPMemory.h"

// These are accurate (disregarding AA modes).
constexpr u32 EFB_WIDTH = 640;
constexpr u32 EFB_HEIGHT = 528;
Expand Down Expand Up @@ -59,3 +64,71 @@ inline u32 Z24ToZ16ToZ24(u32 src)
{
return (src & 0xFFFF00) | (src >> 16);
}

inline u32 CompressZ16(u32 z24depth, DepthFormat format)
{
// Flipper offers a number of choices for 16bit Z formats that adjust
// where the bulk of the precision lies.

if (format == DepthFormat::ZLINEAR)
{
// This is just a linear depth buffer with 16 bits of precision
return z24depth >> 8;
}

// ZNEAR/ZMID/ZFAR are custom floating point formats with 2/3/4 bits of exponent
// The exponent is simply the number of leading ones that have been removed
// The first zero bit is skipped and not stored. The mantissa contains the next 14/13/12 bits
// If exponent is at the MAX (3, 7, or 12) then the next bit might still be a one, and can't
// be skipped, so the mantissa simply contains the next 14/13/12 bits

u32 leading_ones = Common::CountLeadingZeros((~z24depth) << 8);
bool next_bit_is_one = false; // AKA: Did we clamp leading_ones?
u32 exp_bits;

switch (format)
{
case DepthFormat::ZNEAR:
exp_bits = 2;
if (leading_ones >= 3u)
{
leading_ones = 3u;
next_bit_is_one = true;
}
break;
case DepthFormat::ZMID:
exp_bits = 3;
if (leading_ones >= 7u)
{
leading_ones = 7u;
next_bit_is_one = true;
}
break;
case DepthFormat::ZFAR:
exp_bits = 4;
if (leading_ones >= 12u)
{
// The hardware implementation only uses values 0 to 12 in the exponent
leading_ones = 12u;
next_bit_is_one = true;
}
break;
default:
return z24depth >> 8;
}

u32 mantissa_bits = 16 - exp_bits;

// Calculate which bits we need to extract from z24depth for our mantissa
u32 top = std::max<u32>(24 - leading_ones, mantissa_bits);
if (!next_bit_is_one)
{
top -= 1; // We know the next bit is zero, so we don't need to include it.
}
u32 bottom = top - mantissa_bits;

u32 exponent = leading_ones << mantissa_bits; // Upper bits contain exponent
u32 mantissa = Common::ExtractBits(z24depth, bottom, top - 1);

return exponent | mantissa;
}

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