softgpu: Reduce interpolation if not needed.

About 3% gain in some areas.
This commit is contained in:
Unknown W. Brackets committed 2022-01-01 18:34:04 -08:00
1 parent 244b0a86f6
commit 025ac99f2f
1 file changed
+15 -4
+15 -4
View File
@@ -756,6 +756,10 @@ void DrawTriangleSlice(
// All the z values are the same, no interpolation required.
// This is common, and when we interpolate, we lose accuracy.
const bool flatZ = v0.screenpos.z == v1.screenpos.z && v0.screenpos.z == v2.screenpos.z;
const bool flatColorAll = clearMode || gstate.getShadeMode() != GE_SHADE_GOURAUD;
const bool flatColor0 = flatColorAll || (v0.color0 == v1.color0 && v0.color0 == v2.color0);
const bool flatColor1 = flatColorAll || (v0.color1 == v1.color1 && v0.color1 == v2.color1);
const bool noFog = clearMode || !gstate.isFogEnabled() || (v0.fogdepth >= 1.0f && v1.fogdepth >= 1.0f && v2.fogdepth >= 1.0f);
for (int64_t curY = minY; curY <= maxY; curY += 32,
w0_base = e0.StepY(w0_base),
@@ -785,16 +789,23 @@ void DrawTriangleSlice(
Vec4<float> wsum_recip = EdgeRecip(w0, w1, w2);
Vec4<int> prim_color[4];
Vec3<int> sec_color[4];
if (gstate.getShadeMode() == GE_SHADE_GOURAUD && !clearMode) {
if (!flatColor0) {
// Does the PSP do perspective-correct color interpolation? The GC doesn't.
for (int i = 0; i < 4; ++i) {
prim_color[i] = Interpolate(v0.color0, v1.color0, v2.color0, w0[i], w1[i], w2[i], wsum_recip[i]);
sec_color[i] = Interpolate(v0.color1, v1.color1, v2.color1, w0[i], w1[i], w2[i], wsum_recip[i]);
}
} else {
for (int i = 0; i < 4; ++i) {
prim_color[i] = v2.color0;
}
}
Vec3<int> sec_color[4];
if (!flatColor1) {
for (int i = 0; i < 4; ++i) {
sec_color[i] = Interpolate(v0.color1, v1.color1, v2.color1, w0[i], w1[i], w2[i], wsum_recip[i]);
}
} else {
for (int i = 0; i < 4; ++i) {
sec_color[i] = v2.color1;
}
}
@@ -829,7 +840,7 @@ void DrawTriangleSlice(
}
Vec4<int> fog = Vec4<int>::AssignToAll(255);
if (gstate.isFogEnabled() && !clearMode) {
if (!noFog) {
Vec4<float> fogdepths = w0.Cast<float>() * v0.fogdepth + w1.Cast<float>() * v1.fogdepth + w2.Cast<float>() * v2.fogdepth;
fogdepths = fogdepths * wsum_recip;
for (int i = 0; i < 4; ++i) {