#include #include #include #include "Common/Math/CrossSIMD.h" #include "GPU/Common/DepthRaster.h" #include "GPU/Math3D.h" #include "Common/Math/math_util.h" #include "GPU/Common/VertexDecoderCommon.h" DepthScissor DepthScissor::Tile(int tile, int numTiles) const { if (numTiles == 1) { return *this; } // First tiling algorithm: Split into vertical slices. int w = x2 - x1; int tileW = (w / numTiles) & ~3; // Round to four pixels. // TODO: Should round x1 to four pixels as well! except the first one DepthScissor scissor; scissor.x1 = x1 + tileW * tile; scissor.x2 = (tile == numTiles - 1) ? x2 : (x1 + tileW * (tile + 1)); scissor.y1 = y1; scissor.y2 = y2; return scissor; } // x1/x2 etc are the scissor rect. static void DepthRasterRect(uint16_t *dest, int stride, const DepthScissor scissor, int v1x, int v1y, int v2x, int v2y, short depthValue, ZCompareMode compareMode) { // Swap coordinates if needed, we don't back-face-cull rects. // We also ignore the UV rotation here. if (v1x > v2x) { std::swap(v1x, v2x); } if (v1y > v2y) { std::swap(v1y, v2y); } if (v1x < scissor.x1) { v1x = scissor.x1; } if (v2x > scissor.x2) { v2x = scissor.x2 + 1; // PSP scissors are inclusive } if (v1x >= v2x) { return; } if (v1y < scissor.y1) { v1y = scissor.y1; } if (v2y > scissor.y2) { v2y = scissor.y2 + 1; } if (v1y >= v2y) { return; } Vec8U16 valueX8 = Vec8U16::Splat(depthValue); for (int y = v1y; y < v2y; y++) { uint16_t *ptr = (uint16_t *)(dest + stride * y + v1x); int w = v2x - v1x; switch (compareMode) { case ZCompareMode::Always: if (depthValue == 0) { memset(ptr, 0, w * 2); } else { while (w >= 8) { valueX8.Store(ptr); ptr += 8; w -= 8; } // Non-simd trailer. while (w > 0) { *ptr++ = depthValue; w--; } } break; default: // TODO break; } } } alignas(16) static const int zero123[4] = {0, 1, 2, 3}; enum class TriangleStat { OK, NoPixels, SmallOrBackface, }; constexpr int MIN_TWICE_TRI_AREA = 10; // A mix of ideas from Intel's sample and ryg's rasterizer blog series. template void DepthRaster4Triangles(int stats[3], uint16_t *depthBuf, int stride, DepthScissor scissor, const int *tx, const int *ty, const float *tz) { // Triangle setup. This is done using SIMD, four triangles at a time. // 16x16->32 multiplications are doable on SSE2, which should be all we need. // We use 4x1 SIMD tiles for simplicity. 2x2 would be ideal but stores/loads get annoying. // NOTE: Triangles are stored in groups of 4. Vec4S32 x0 = Vec4S32::LoadAligned(tx); Vec4S32 y0 = Vec4S32::LoadAligned(ty); Vec4S32 x1 = Vec4S32::LoadAligned(tx + 4); Vec4S32 y1 = Vec4S32::LoadAligned(ty + 4); Vec4S32 x2 = Vec4S32::LoadAligned(tx + 8); Vec4S32 y2 = Vec4S32::LoadAligned(ty + 8); if (lowQ) { y0 &= Vec4S32::Splat(~1); y1 &= Vec4S32::Splat(~1); y2 &= Vec4S32::Splat(~1); } // FixupAfterMinMax is just 16->32 sign extension, in case the current platform (like SSE2) just has 16-bit min/max operations. Vec4S32 minX = x0.Min16(x1).Min16(x2).Max16(Vec4S32::Splat(scissor.x1)).FixupAfterMinMax(); Vec4S32 maxX = x0.Max16(x1).Max16(x2).Min16(Vec4S32::Splat(scissor.x2)).FixupAfterMinMax(); Vec4S32 minY = y0.Min16(y1).Min16(y2).Max16(Vec4S32::Splat(scissor.y1)).FixupAfterMinMax(); Vec4S32 maxY = y0.Max16(y1).Max16(y2).Min16(Vec4S32::Splat(scissor.y2)).FixupAfterMinMax(); Vec4S32 triArea = (x1 - x0).Mul16(y2 - y0) - (x2 - x0).Mul16(y1 - y0); // Edge setup Vec4S32 A12 = y1 - y2; Vec4S32 B12 = x2 - x1; Vec4S32 C12 = x1.Mul16(y2) - y1.Mul16(x2); Vec4S32 A20 = y2 - y0; Vec4S32 B20 = x0 - x2; Vec4S32 C20 = x2.Mul16(y0) - y2.Mul16(x0); Vec4S32 A01 = y0 - y1; Vec4S32 B01 = x1 - x0; Vec4S32 C01 = x0.Mul16(y1) - y0.Mul16(x1); constexpr int stepXSize = 4; constexpr int stepYSize = lowQ ? 2 : 1; constexpr int stepXShift = 2; constexpr int stepYShift = lowQ ? 1 : 0; // Step deltas Vec4S32 stepX12 = A12.Shl(); Vec4S32 stepY12 = B12.Shl(); Vec4S32 stepX20 = A20.Shl(); Vec4S32 stepY20 = B20.Shl(); Vec4S32 stepX01 = A01.Shl(); Vec4S32 stepY01 = B01.Shl(); // Prepare to interpolate Z Vec4F32 oneOverTriArea = Vec4F32FromS32(triArea).Recip(); Vec4F32 zbase = Vec4F32::LoadAligned(tz); Vec4F32 z_20 = (Vec4F32::LoadAligned(tz + 4) - zbase) * oneOverTriArea; Vec4F32 z_01 = (Vec4F32::LoadAligned(tz + 8) - zbase) * oneOverTriArea; Vec4F32 zdx = z_20 * Vec4F32FromS32(stepX20) + z_01 * Vec4F32FromS32(stepX01); Vec4F32 zdy = z_20 * Vec4F32FromS32(stepY20) + z_01 * Vec4F32FromS32(stepY01); // Shared setup is done, now loop per-triangle in the group of four. for (int t = 0; t < 4; t++) { // Check for bad triangle. // Using operator[] on the vectors actually seems to result in pretty good code. if (maxX[t] <= minX[t] || maxY[t] <= minY[t]) { // No pixels, or outside screen. // Most of these are now gone in the initial pass, but not all since we cull // in 4-groups there. stats[(int)TriangleStat::NoPixels]++; continue; } if (triArea[t] < MIN_TWICE_TRI_AREA) { stats[(int)TriangleStat::SmallOrBackface]++; // Or zero area. continue; } const int minXT = minX[t] & ~3; const int maxXT = maxX[t] & ~3; const int minYT = minY[t]; const int maxYT = maxY[t]; // Convert to wide registers. Vec4S32 initialX = Vec4S32::Splat(minXT) + Vec4S32::LoadAligned(zero123); int initialY = minY[t]; _dbg_assert_(A12[t] < 32767); _dbg_assert_(A12[t] > -32767); _dbg_assert_(A20[t] < 32767); _dbg_assert_(A20[t] > -32767); _dbg_assert_(A01[t] < 32767); _dbg_assert_(A01[t] > -32767); // TODO: The latter subexpression can be broken out of this loop, but reduces block size flexibility. Vec4S32 w0_row = Vec4S32::Splat(A12[t]).Mul16(initialX) + Vec4S32::Splat(B12[t] * initialY + C12[t]); Vec4S32 w1_row = Vec4S32::Splat(A20[t]).Mul16(initialX) + Vec4S32::Splat(B20[t] * initialY + C20[t]); Vec4S32 w2_row = Vec4S32::Splat(A01[t]).Mul16(initialX) + Vec4S32::Splat(B01[t] * initialY + C01[t]); Vec4F32 zrow = Vec4F32::Splat(zbase[t]) + Vec4F32FromS32(w1_row) * z_20[t] + Vec4F32FromS32(w2_row) * z_01[t]; Vec4F32 zdeltaX = Vec4F32::Splat(zdx[t]); Vec4F32 zdeltaY = Vec4F32::Splat(zdy[t]); Vec4S32 oneStepX12 = Vec4S32::Splat(stepX12[t]); Vec4S32 oneStepY12 = Vec4S32::Splat(stepY12[t]); Vec4S32 oneStepX20 = Vec4S32::Splat(stepX20[t]); Vec4S32 oneStepY20 = Vec4S32::Splat(stepY20[t]); Vec4S32 oneStepX01 = Vec4S32::Splat(stepX01[t]); Vec4S32 oneStepY01 = Vec4S32::Splat(stepY01[t]); // Rasterize for (int y = minYT; y <= maxYT; y += stepYSize, w0_row += oneStepY12, w1_row += oneStepY20, w2_row += oneStepY01, zrow += zdeltaY) { // Barycentric coordinates at start of row Vec4S32 w0 = w0_row; Vec4S32 w1 = w1_row; Vec4S32 w2 = w2_row; Vec4F32 zs = zrow; uint16_t *rowPtr = depthBuf + stride * y; for (int x = minXT; x <= maxXT; x += stepXSize, w0 += oneStepX12, w1 += oneStepX20, w2 += oneStepX01, zs += zdeltaX) { // If p is on or inside all edges for any pixels, // render those pixels. Vec4S32 signCalc = w0 | w1 | w2; // TODO: Check if this check is profitable. Maybe only for big triangles? if (!AnyZeroSignBit(signCalc)) { continue; } Vec4U16 bufferValues = Vec4U16::Load(rowPtr + x); Vec4U16 shortMaskInv = SignBits32ToMaskU16(signCalc); // Now, the mask has 1111111 where we should preserve the contents of the depth buffer. Vec4U16 shortZ = Vec4U16::FromVec4F32(zs); // This switch is on a templated constant, so should collapse away. Vec4U16 writeVal; switch (compareMode) { case ZCompareMode::Greater: // To implement the greater/greater-than comparison, we can combine mask and max. // Unfortunately there's no unsigned max on SSE2, it's synthesized by xoring 0x8000 on input and output. // We use AndNot to zero out Z results, before doing Max with the buffer. writeVal = shortZ.AndNot(shortMaskInv).Max(bufferValues); break; case ZCompareMode::Less: // This time, we OR the mask and use .Min. writeVal = (shortZ | shortMaskInv).Min(bufferValues); break; case ZCompareMode::Always: // UNTESTED // This could be replaced with a vblend operation. writeVal = ((bufferValues & shortMaskInv) | shortZ.AndNot(shortMaskInv)); break; } writeVal.Store(rowPtr + x); if (lowQ) { writeVal.Store(rowPtr + stride + x); } } } stats[(int)TriangleStat::OK]++; } } // This will always run on the main thread. Though, might consider moving the transforms out and just storing verts instead? void DecodeAndTransformForDepthRaster(float *dest, const float *worldviewproj, const void *vertexData, int indexLowerBound, int indexUpperBound, const VertexDecoder *dec, u32 vertTypeID) { // TODO: Ditch skinned and morphed prims for now since we don't have a fast way to skin without running the full decoder. _dbg_assert_((vertTypeID & (GE_VTYPE_WEIGHT_MASK | GE_VTYPE_MORPHCOUNT_MASK)) == 0); int vertexStride = dec->VertexSize(); int offset = dec->posoff; Mat4F32 mat(worldviewproj); const u8 *startPtr = (const u8 *)vertexData + indexLowerBound * vertexStride; int count = indexUpperBound - indexLowerBound + 1; switch (vertTypeID & GE_VTYPE_POS_MASK) { case GE_VTYPE_POS_FLOAT: for (int i = 0; i < count; i++) { const float *data = (const float *)(startPtr + i * vertexStride + offset); Vec4F32::Load(data).AsVec3ByMatrix44(mat).Store(dest + i * 4); } break; case GE_VTYPE_POS_16BIT: for (int i = 0; i < count; i++) { const s16 *data = ((const s16 *)((const s8 *)startPtr + i * vertexStride + offset)); Vec4F32::LoadConvertS16(data).Mul(1.0f / 32768.f).AsVec3ByMatrix44(mat).Store(dest + i * 4); } break; case GE_VTYPE_POS_8BIT: for (int i = 0; i < count; i++) { const s8 *data = (const s8 *)startPtr + i * vertexStride + offset; Vec4F32::LoadConvertS8(data).Mul(1.0f / 128.0f).AsVec3ByMatrix44(mat).Store(dest + i * 4); } break; } } void TransformPredecodedForDepthRaster(float *dest, const float *worldviewproj, const void *decodedVertexData, const VertexDecoder *dec, int count) { // TODO: Ditch skinned and morphed prims for now since we don't have a fast way to skin without running the full decoder. _dbg_assert_((dec->VertexType() & (GE_VTYPE_WEIGHT_MASK | GE_VTYPE_MORPHCOUNT_MASK)) == 0); int vertexStride = dec->GetDecVtxFmt().stride; int offset = dec->GetDecVtxFmt().posoff; Mat4F32 mat(worldviewproj); const u8 *startPtr = (const u8 *)decodedVertexData; // Decoded position format is always float3. for (int i = 0; i < count; i++) { const float *data = (const float *)(startPtr + i * vertexStride + offset); Vec4F32::Load(data).AsVec3ByMatrix44(mat).Store(dest + i * 4); } } void ConvertPredecodedThroughForDepthRaster(float *dest, const void *decodedVertexData, const VertexDecoder *dec, int count) { // TODO: Ditch skinned and morphed prims for now since we don't have a fast way to skin without running the full decoder. _dbg_assert_((dec->VertexType() & (GE_VTYPE_WEIGHT_MASK | GE_VTYPE_MORPHCOUNT_MASK)) == 0); int vertexStride = dec->GetDecVtxFmt().stride; int offset = dec->GetDecVtxFmt().posoff; const u8 *startPtr = (const u8 *)decodedVertexData; // Decoded position format is always float3. for (int i = 0; i < count; i++) { const float *data = (const float *)(startPtr + i * vertexStride + offset); // Just pass the position straight through - this is through mode! // A W of one makes projection a no-op, without branching. Vec4F32::Load(data).WithLane3One().Store(dest + i * 4); } } int DepthRasterClipIndexedRectangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, const DepthDraw &draw, const DepthScissor scissor) { int outCount = 0; const int count = draw.vertexCount; for (int i = 0; i < count; i += 2) { const float *verts[2] = { transformed + indexBuffer[i] * 4, transformed + indexBuffer[i + 1] * 4, }; // Check if any vertex is behind the 0 plane. if (verts[0][3] < 0.0f || verts[1][3] < 0.0f) { // Ditch this rectangle. continue; } // These names are wrong .. until we transpose. // TODO: Maybe combine two rects here at a time. But hardly relevant for performance. Vec4F32 x = Vec4F32::Load(verts[0]); Vec4F32 y = Vec4F32::Load(verts[1]); Vec4F32 z = Vec4F32::Zero(); Vec4F32 w = Vec4F32::Zero(); Vec4F32::Transpose(x, y, z, w); // Now the names are accurate! Since we only have two vertices, the third and fourth member of each vector is zero // and will not be stored (well it will be stored, but it'll be overwritten by the next vertex). Vec4F32 recipW = w.Recip(); x *= recipW; y *= recipW; z *= recipW; Vec4S32FromF32(x).Store2(tx + outCount); Vec4S32FromF32(y).Store2(ty + outCount); z.Clamp(0.0f, 65535.0f).Store2(tz + outCount); outCount += 2; } return outCount; } int DepthRasterClipIndexedTriangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, const DepthDraw &draw, const DepthScissor scissor) { int outCount = 0; int flipCull = 0; if (draw.cullEnabled && draw.cullMode == GE_CULL_CW) { flipCull = 3; } const bool cullEnabled = draw.cullEnabled; static const float zerovec[4] = {0.0f, 0.0f, 0.0f, 1.0f}; int collected = 0; int planeCulled = 0; int boxCulled = 0; const float *verts[12]; // four triangles at a time! const int count = draw.vertexCount; // Not exactly the same guardband as on the real PSP, but good enough to prevent 16-bit overflow in raster. // This is slightly off-center since we are already in screen space, but whatever. Vec4S32 guardBandTopLeft = Vec4S32::Splat(-4096); Vec4S32 guardBandBottomRight = Vec4S32::Splat(4096); Vec4S32 scissorX1 = Vec4S32::Splat((float)scissor.x1); Vec4S32 scissorY1 = Vec4S32::Splat((float)scissor.y1); Vec4S32 scissorX2 = Vec4S32::Splat((float)scissor.x2); Vec4S32 scissorY2 = Vec4S32::Splat((float)scissor.y2); // Add cheap pre-projection pre-checks for bad triangle here. Not much we can do safely other than checking W. auto validVert = [](const float *v) -> bool { if (v[3] <= 0.0f || v[2] <= 0.0f) { return false; } /* if (v[2] >= 65535.0f * v[3]) { return false; }*/ return true; }; const bool cullDisabled = !draw.cullEnabled; for (int i = 0; i < count; i += 3) { // Collect valid triangles into buffer. const float *v0 = transformed + indexBuffer[i] * 4; const float *v1 = transformed + indexBuffer[i + (1 ^ flipCull)] * 4; const float *v2 = transformed + indexBuffer[i + (2 ^ flipCull)] * 4; // Don't collect triangle if any vertex is beyond the planes. // TODO: Optimize this somehow. if (validVert(v0) && validVert(v1) && validVert(v2)) { verts[collected] = v0; verts[collected + 1] = v1; verts[collected + 2] = v2; if (cullDisabled) { collected += 3; // Add the reverse triangle too. We could alternatively handle culling later in the pipeline, but mainly // Syphon Filter needs this (issue #21498) and this simplifies things. verts[collected] = v0; verts[collected + 1] = v2; verts[collected + 2] = v1; } collected += 3; } else { planeCulled++; } if (i >= count - 3 && collected != 12) { // Last iteration. Zero out any remaining triangles. for (int j = collected; j < 12; j++) { verts[j] = zerovec; } collected = 12; } if (collected < 12) { // Fetch more! continue; } collected -= 12; // These names are wrong .. until we transpose. Vec4F32 x0 = Vec4F32::Load(verts[0]); Vec4F32 x1 = Vec4F32::Load(verts[1]); Vec4F32 x2 = Vec4F32::Load(verts[2]); Vec4F32 y0 = Vec4F32::Load(verts[3]); Vec4F32 y1 = Vec4F32::Load(verts[4]); Vec4F32 y2 = Vec4F32::Load(verts[5]); Vec4F32 z0 = Vec4F32::Load(verts[6]); Vec4F32 z1 = Vec4F32::Load(verts[7]); Vec4F32 z2 = Vec4F32::Load(verts[8]); Vec4F32 w0 = Vec4F32::Load(verts[9]); Vec4F32 w1 = Vec4F32::Load(verts[10]); Vec4F32 w2 = Vec4F32::Load(verts[11]); Vec4F32::Transpose(x0, y0, z0, w0); Vec4F32::Transpose(x1, y1, z1, w1); Vec4F32::Transpose(x2, y2, z2, w2); // Now the names are accurate! // Let's project all three vertices, for all four triangles. Vec4F32 recipW0 = w0.Recip(); Vec4F32 recipW1 = w1.Recip(); Vec4F32 recipW2 = w2.Recip(); x0 *= recipW0; y0 *= recipW0; z0 *= recipW0; x1 *= recipW1; y1 *= recipW1; z1 *= recipW1; x2 *= recipW2; y2 *= recipW2; z2 *= recipW2; // Check bounding box size. Cast to integer for crude rounding (and to approximately match the rasterizer). Vec4S32 minX = Vec4S32FromF32(x0.Min(x1.Min(x2))); Vec4S32 minY = Vec4S32FromF32(y0.Min(y1.Min(y2))); Vec4S32 maxX = Vec4S32FromF32(x0.Max(x1.Max(x2))); Vec4S32 maxY = Vec4S32FromF32(y0.Max(y1.Max(y2))); // If all are equal in any dimension, all four triangles are tiny nonsense and can be skipped early. Vec4S32 eqMask = minX.CompareEq(maxX) | minY.CompareEq(maxY); // Otherwise we just proceed to triangle setup with all four for now. // We could also save the computed boxes for later.. // TODO: Merge into below checks? Though nice with an early out. if (!AnyZeroSignBit(eqMask)) { boxCulled += 4; continue; } // Create a mask to kill coordinates of triangles that poke outside the guardband (or are just empty). Vec4S32 inGuardBand = ((minX.CompareGt(guardBandTopLeft) & maxX.CompareLt(guardBandBottomRight)) & (minY.CompareGt(guardBandTopLeft) & maxY.CompareLt(guardBandBottomRight))).AndNot(eqMask); // Create another mask to kill off-screen triangles. Not perfectly accurate. inGuardBand &= (maxX.CompareGt(scissorX1) & minX.CompareLt(scissorX2)) & (maxY.CompareGt(scissorY1) & minY.CompareLt(scissorY2)); // It's enough to smash one coordinate to make future checks (like the tri area check) fail. x0 &= inGuardBand; x1 &= inGuardBand; x2 &= inGuardBand; // Floating point double triangle area. Can't be reused for the integer-snapped raster reliably (though may work...) // Still good for backface culling early and pretty cheap to compute. Vec4F32 doubleTriArea = (x1 - x0) * (y2 - y0) - (x2 - x0) * (y1 - y0) - Vec4F32::Splat((float)(MIN_TWICE_TRI_AREA)); if (!AnyZeroSignBit(doubleTriArea)) { gpuStats.perFrame.numDepthRasterEarlySize += 4; continue; } // Note: If any triangle is outside the guardband, (just) its X coords get zeroed, and it'll later get rejected. Vec4S32FromF32(x0).Store(tx + outCount); Vec4S32FromF32(x1).Store(tx + outCount + 4); Vec4S32FromF32(x2).Store(tx + outCount + 8); Vec4S32FromF32(y0).Store(ty + outCount); Vec4S32FromF32(y1).Store(ty + outCount + 4); Vec4S32FromF32(y2).Store(ty + outCount + 8); z0.Store(tz + outCount); z1.Store(tz + outCount + 4); z2.Store(tz + outCount + 8); #ifdef _DEBUG for (int i = 0; i < 12; i++) { _dbg_assert_(tx[outCount + i] < 32767); _dbg_assert_(tx[outCount + i] >= -32768); _dbg_assert_(tx[outCount + i] < 32767); _dbg_assert_(tx[outCount + i] >= -32768); } #endif outCount += 12; if (!cullEnabled) { // If culling is off, store the triangles again, with the first two vertices swapped. (Vec4S32FromF32(x0) & inGuardBand).Store(tx + outCount); (Vec4S32FromF32(x2) & inGuardBand).Store(tx + outCount + 4); (Vec4S32FromF32(x1) & inGuardBand).Store(tx + outCount + 8); Vec4S32FromF32(y0).Store(ty + outCount); Vec4S32FromF32(y2).Store(ty + outCount + 4); Vec4S32FromF32(y1).Store(ty + outCount + 8); z0.Store(tz + outCount); z2.Store(tz + outCount + 4); z1.Store(tz + outCount + 8); outCount += 12; } } gpuStats.perFrame.numDepthRasterZCulled += planeCulled; gpuStats.perFrame.numDepthEarlyBoxCulled += boxCulled; return outCount; } // Rasterizes screen-space vertices. void DepthRasterScreenVerts(uint16_t *depth, int depthStride, const int *tx, const int *ty, const float *tz, int count, const DepthDraw &draw, const DepthScissor scissor, bool lowQ) { // Prim should now be either TRIANGLES or RECTs. _dbg_assert_(draw.prim == GE_PRIM_RECTANGLES || draw.prim == GE_PRIM_TRIANGLES); switch (draw.prim) { case GE_PRIM_RECTANGLES: for (int i = 0; i < count; i += 2) { uint16_t z = (uint16_t)tz[i + 1]; // depth from second vertex // TODO: Should clip coordinates to the scissor rectangle. // We remove the subpixel information here. DepthRasterRect(depth, depthStride, scissor, tx[i], ty[i], tx[i + 1], ty[i + 1], z, draw.compareMode); } gpuStats.perFrame.numDepthRasterPrims += count / 2; break; case GE_PRIM_TRIANGLES: { int stats[3]{}; // Batches of 4 triangles, as output by the clip function. if (lowQ) { switch (draw.compareMode) { case ZCompareMode::Greater: { for (int i = 0; i < count; i += 12) { DepthRaster4Triangles(stats, depth, depthStride, scissor, &tx[i], &ty[i], &tz[i]); } break; } case ZCompareMode::Less: { for (int i = 0; i < count; i += 12) { DepthRaster4Triangles(stats, depth, depthStride, scissor, &tx[i], &ty[i], &tz[i]); } break; } case ZCompareMode::Always: { for (int i = 0; i < count; i += 12) { DepthRaster4Triangles(stats, depth, depthStride, scissor, &tx[i], &ty[i], &tz[i]); } break; } } } else { switch (draw.compareMode) { case ZCompareMode::Greater: { for (int i = 0; i < count; i += 12) { DepthRaster4Triangles(stats, depth, depthStride, scissor, &tx[i], &ty[i], &tz[i]); } break; } case ZCompareMode::Less: { for (int i = 0; i < count; i += 12) { DepthRaster4Triangles(stats, depth, depthStride, scissor, &tx[i], &ty[i], &tz[i]); } break; } case ZCompareMode::Always: { for (int i = 0; i < count; i += 12) { DepthRaster4Triangles(stats, depth, depthStride, scissor, &tx[i], &ty[i], &tz[i]); } break; } } } gpuStats.perFrame.numDepthRasterNoPixels += stats[(int)TriangleStat::NoPixels]; gpuStats.perFrame.numDepthRasterTooSmall += stats[(int)TriangleStat::SmallOrBackface]; gpuStats.perFrame.numDepthRasterPrims += stats[(int)TriangleStat::OK]; break; } default: _dbg_assert_(false); } }