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// Copyright 2025 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/EFBInterface.h"
#include <algorithm>
#include <cmath>
#include <memory>
#include <fmt/format.h>
#include "Common/MsgHandler.h"
#include "Core/ConfigManager.h"
#include "Core/System.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
std::unique_ptr<EFBInterfaceBase> g_efb_interface;
EFBInterfaceBase::~EFBInterfaceBase() = default;
void HardwareEFBInterface::ReinterpretPixelData(EFBReinterpretType convtype)
{
g_framebuffer_manager->ReinterpretPixelData(convtype);
}
u32 HardwareEFBInterface::PeekColorInternal(u16 x, u16 y)
{
u32 color = g_framebuffer_manager->PeekEFBColor(x, y);
// a little-endian value is expected to be returned
color = ((color & 0xFF00FF00) | ((color >> 16) & 0xFF) | ((color << 16) & 0xFF0000));
if (bpmem.zcontrol.pixel_format == PixelFormat::RGBA6_Z24)
{
color = RGBA8ToRGBA6ToRGBA8(color);
}
else if (bpmem.zcontrol.pixel_format == PixelFormat::RGB565_Z16)
{
color = RGBA8ToRGB565ToRGBA8(color);
}
if (bpmem.zcontrol.pixel_format != PixelFormat::RGBA6_Z24)
{
color |= 0xFF000000;
}
return color;
}
u32 EFBInterfaceBase::PeekColor(u16 x, u16 y)
{
u32 color = PeekColorInternal(x, y);
// check what to do with the alpha channel (GX_PokeAlphaRead)
PixelEngine::AlphaReadMode alpha_read_mode =
Core::System::GetInstance().GetPixelEngine().GetAlphaReadMode();
if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadNone)
{
return color;
}
else if (alpha_read_mode == PixelEngine::AlphaReadMode::ReadFF)
{
return color | 0xFF000000;
}
else
{
if (alpha_read_mode != PixelEngine::AlphaReadMode::Read00)
{
PanicAlertFmt("Invalid PE alpha read mode: {}", static_cast<u16>(alpha_read_mode));
}
return color & 0x00FFFFFF;
}
}
u32 HardwareEFBInterface::PeekDepth(u16 x, u16 y)
{
// Depth buffer is inverted for improved precision near far plane
float depth = g_framebuffer_manager->PeekEFBDepth(x, y);
if (!g_backend_info.bSupportsReversedDepthRange)
depth = 1.0f - depth;
// 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)
{
// 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 z24depth;
}
void HardwareEFBInterface::PokeColor(u16 x, u16 y, u32 poke_data)
{
// Convert to expected format (BGRA->RGBA)
// TODO: Check alpha, depending on mode?
const u32 color =
((poke_data & 0xFF00FF00) | ((poke_data >> 16) & 0xFF) | ((poke_data << 16) & 0xFF0000));
g_framebuffer_manager->PokeEFBColor(x, y, color);
}
void HardwareEFBInterface::PokeDepth(u16 x, u16 y, u32 poke_data)
{
// Convert to floating-point depth.
float depth = float(poke_data & 0xFFFFFF) / 16777216.0f;
if (!g_backend_info.bSupportsReversedDepthRange)
depth = 1.0f - depth;
g_framebuffer_manager->PokeEFBDepth(x, y, depth);
}
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