dolphin/Source/Core/VideoCommon/BPMemory.cpp
Stenzek 260d5b7aa7 BPMemory: Handle fog configuration where both A and C are infinity/NaN
The console appears to behave against standard IEEE754 specification
here, in particular around how NaNs are handled. NaNs appear to have no
effect on the result, and are treated the same as positive or negative
infinity, based on the sign bit.

However, when the result would be NaN (inf - inf, or (-inf) - (-inf)),
this results in a completely fogged color, or unfogged color
respectively. We handle this by returning a constant zero for the A
varaible, and positive or negative infinity for C depending on the sign
bits of the A and C registers. This ensures that no NaN value is passed
to the GPU in the first place, and that the result of the fog
calculation cannot be NaN.
2018-02-01 17:40:39 +10:00

79 lines
2.4 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "VideoCommon/BPMemory.h"
#include <cstring>
// BP state
// STATE_TO_SAVE
BPMemory bpmem;
bool BlendMode::UseLogicOp() const
{
// Logicop bit has lowest priority.
if (subtract || blendenable || !logicopenable)
return false;
// Fast path for Kirby's Return to Dreamland, they use it with dstAlpha.
if (logicmode == BlendMode::NOOP)
return false;
return true;
}
bool FogParams::IsNaNCase() const
{
// Check for the case where both a and c are infinity or NaN.
// On hardware, this results in the following colors:
//
// -------------------------------------------------------
// | A | C | Result | A | C | Result |
// -------------------------------------------------------
// | inf | inf | Fogged | inf | nan | Fogged |
// | inf | -inf | Unfogged | inf | -nan | Unfogged |
// | -inf | inf | Unfogged | -inf | nan | Unfogged |
// | -inf | -inf | Unfogged | -inf | -nan | Unfogged |
// -------------------------------------------------------
// | nan | inf | Fogged | nan | nan | Fogged |
// | nan | -inf | Unfogged | nan | -nan | Unfogged |
// | -nan | inf | Unfogged | -nan | nan | Unfogged |
// | -nan | -inf | Unfogged | -nan | -nan | Unfogged |
// -------------------------------------------------------
//
// We replicate this by returning A=0, and C=inf for the inf/inf case, otherwise -inf.
// This ensures we do not pass a NaN to the GPU, and -inf/inf clamp to 0/1 respectively.
return a.exp == 255 && c_proj_fsel.c_exp == 255;
}
float FogParams::GetA() const
{
if (IsNaNCase())
return 0.0f;
// scale mantissa from 11 to 23 bits
const u32 integral = (static_cast<u32>(a.sign) << 31) | (static_cast<u32>(a.exp) << 23) |
(static_cast<u32>(a.mant) << 12);
float real;
std::memcpy(&real, &integral, sizeof(u32));
return real;
}
float FogParams::GetC() const
{
if (IsNaNCase())
{
constexpr float inf = std::numeric_limits<float>::infinity();
return !a.sign && !c_proj_fsel.c_sign ? -inf : inf;
}
// scale mantissa from 11 to 23 bits
const u32 integral = (c_proj_fsel.c_sign.Value() << 31) | (c_proj_fsel.c_exp.Value() << 23) |
(c_proj_fsel.c_mant.Value() << 12);
float real;
std::memcpy(&real, &integral, sizeof(u32));
return real;
}