// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "ppsspp_config.h" #include #include #include #include "Common/Common.h" #include "Common/CPUDetect.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/Profiler/Profiler.h" #include "Common/StringUtils.h" #include "Core/Config.h" #include "Core/Debugger/MemBlockInfo.h" #include "Core/MemMap.h" #include "Core/Util/PPGeDraw.h" #include "GPU/GPUState.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Software/BinManager.h" #include "GPU/Software/DrawPixel.h" #include "GPU/Software/GEMath.h" #include "GPU/Software/Rasterizer.h" #include "GPU/Software/Sampler.h" #include "GPU/Software/SoftGpu.h" #include "GPU/Software/TransformUnit.h" #include "Common/Math/SIMDHeaders.h" // For the SSE4 stuff #if PPSSPP_ARCH(SSE2) #include #endif namespace Rasterizer { // Only OK on x64 where our stack is aligned #if defined(_M_SSE) && !PPSSPP_ARCH(X86) static inline __m128 InterpolateF(const __m128 &c0, const __m128 &c1, const __m128 &c2, int w0, int w1, int w2, float wsum) { __m128 v = _mm_mul_ps(c0, _mm_cvtepi32_ps(_mm_set1_epi32(w0))); v = _mm_add_ps(v, _mm_mul_ps(c1, _mm_cvtepi32_ps(_mm_set1_epi32(w1)))); v = _mm_add_ps(v, _mm_mul_ps(c2, _mm_cvtepi32_ps(_mm_set1_epi32(w2)))); return _mm_mul_ps(v, _mm_set_ps1(wsum)); } static inline __m128i InterpolateI(const __m128i &c0, const __m128i &c1, const __m128i &c2, int w0, int w1, int w2, float wsum) { return _mm_cvtps_epi32(InterpolateF(_mm_cvtepi32_ps(c0), _mm_cvtepi32_ps(c1), _mm_cvtepi32_ps(c2), w0, w1, w2, wsum)); } #elif PPSSPP_ARCH(ARM64_NEON) static inline float32x4_t InterpolateF(const float32x4_t &c0, const float32x4_t &c1, const float32x4_t &c2, int w0, int w1, int w2, float wsum) { float32x4_t v = vmulq_f32(c0, vcvtq_f32_s32(vdupq_n_s32(w0))); v = vaddq_f32(v, vmulq_f32(c1, vcvtq_f32_s32(vdupq_n_s32(w1)))); v = vaddq_f32(v, vmulq_f32(c2, vcvtq_f32_s32(vdupq_n_s32(w2)))); return vmulq_f32(v, vdupq_n_f32(wsum)); } static inline int32x4_t InterpolateI(const int32x4_t &c0, const int32x4_t &c1, const int32x4_t &c2, int w0, int w1, int w2, float wsum) { return vcvtq_s32_f32(InterpolateF(vcvtq_f32_s32(c0), vcvtq_f32_s32(c1), vcvtq_f32_s32(c2), w0, w1, w2, wsum)); } #endif // NOTE: When not casting color0 and color1 to float vectors, this code suffers from severe overflow issues. // Not sure if that should be regarded as a bug or if casting to float is a valid fix. static inline Vec4 Interpolate(const Vec4 &c0, const Vec4 &c1, const Vec4 &c2, int w0, int w1, int w2, float wsum) { #if (defined(_M_SSE) || PPSSPP_ARCH(ARM64_NEON)) && !PPSSPP_ARCH(X86) return Vec4(InterpolateI(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum)); #else return ((c0.Cast() * w0 + c1.Cast() * w1 + c2.Cast() * w2) * wsum).Cast(); #endif } static inline Vec3 Interpolate(const Vec3 &c0, const Vec3 &c1, const Vec3 &c2, int w0, int w1, int w2, float wsum) { #if (defined(_M_SSE) || PPSSPP_ARCH(ARM64_NEON)) && !PPSSPP_ARCH(X86) return Vec3(InterpolateI(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum)); #else return ((c0.Cast() * w0 + c1.Cast() * w1 + c2.Cast() * w2) * wsum).Cast(); #endif } static inline Vec4 Interpolate(const float &c0, const float &c1, const float &c2, const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &wsum_recip) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) __m128 v = _mm_mul_ps(w0.vec, _mm_set1_ps(c0)); v = _mm_add_ps(v, _mm_mul_ps(w1.vec, _mm_set1_ps(c1))); v = _mm_add_ps(v, _mm_mul_ps(w2.vec, _mm_set1_ps(c2))); return _mm_mul_ps(v, wsum_recip.vec); #elif PPSSPP_ARCH(ARM64_NEON) float32x4_t v = vmulq_f32(w0.vec, vdupq_n_f32(c0)); v = vaddq_f32(v, vmulq_f32(w1.vec, vdupq_n_f32(c1))); v = vaddq_f32(v, vmulq_f32(w2.vec, vdupq_n_f32(c2))); return vmulq_f32(v, wsum_recip.vec); #else return (w0 * c0 + w1 * c1 + w2 * c2) * wsum_recip; #endif } static inline Vec4 Interpolate(const float &c0, const float &c1, const float &c2, const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &wsum_recip) { return Interpolate(c0, c1, c2, w0.Cast(), w1.Cast(), w2.Cast(), wsum_recip); } void ComputeRasterizerState(RasterizerState *state, BinManager *binner) { ComputePixelFuncID(&state->pixelID); state->drawPixel = Rasterizer::GetSingleFunc(state->pixelID, binner); state->drawSpan = Rasterizer::GetSpanFunc(state->pixelID, state->drawPixel); state->enableTextures = gstate.isTextureMapEnabled() && !state->pixelID.clearMode; if (state->enableTextures) { ComputeSamplerID(&state->samplerID); state->linear = Sampler::GetLinearFunc(state->samplerID, binner); state->nearest = Sampler::GetNearestFunc(state->samplerID, binner); // Since the definitions are the same, just force this setting using the func pointer. if (g_Config.iTexFiltering == TEX_FILTER_FORCE_LINEAR) { state->nearest = state->linear; } else if (g_Config.iTexFiltering == TEX_FILTER_FORCE_NEAREST) { state->linear = state->nearest; } state->linearQuad = Sampler::GetLinearQuadFunc(state->samplerID, state->linear); state->maxTexLevel = state->samplerID.hasAnyMips ? gstate.getTextureMaxLevel() : 0; GETextureFormat texfmt = state->samplerID.TexFmt(); for (uint8_t i = 0; i <= state->maxTexLevel; i++) { u32 texaddr = gstate.getTextureAddress(i); state->texaddr[i] = texaddr; state->texbufw[i] = (uint16_t)GetTextureBufw(i, texaddr, texfmt); if (Memory::IsValidTextureAddress(texaddr)) { u32 offset; if (IsPPGEAtlasFakeAddress(texaddr, &offset)) { state->texptr[i] = PPGeAtlasGetData() + offset; } else { state->texptr[i] = Memory::GetPointerUnchecked(texaddr); } } else { state->texptr[i] = nullptr; } } state->textureLodSlope = gstate.getTextureLodSlope(); state->texLevelMode = gstate.getTexLevelMode(); state->texLevelOffset = (int8_t)gstate.getTexLevelOffset16(); state->mipFilt = gstate.isMipmapFilteringEnabled(); state->minFilt = gstate.isMinifyFilteringEnabled(); state->magFilt = gstate.isMagnifyFilteringEnabled(); state->textureProj = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX; if (state->textureProj) { // We may be able to optimize this off. This is actually kinda common. const bool qZeroST = gstate.tgenMatrix[2] == 0.0f && gstate.tgenMatrix[5] == 0.0f; const bool qZeroQ = gstate.tgenMatrix[8] == 0.0f; // Two common cases: the source q factor is zero, OR source is UV. const bool qFactorZero = gstate.getUVProjMode() == GE_PROJMAP_UV; if (qZeroST && (qZeroQ || qFactorZero) && gstate.tgenMatrix[11] == 1.0f) { state->textureProj = false; } } } state->shadeGouraud = !gstate.isModeClear() && gstate.getShadeMode() == GE_SHADE_GOURAUD; state->throughMode = gstate.isModeThrough(); state->antialiasLines = gstate.isAntiAliasEnabled(); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) DisplayList currentList{}; if (gpu) gpu->GetCurrentDisplayList(currentList); state->listPC = currentList.pc; #endif } static inline void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, bool useColor) { if (useColor) { if ((v0.color0 & 0x00FFFFFF) != 0x00FFFFFF) state->flags |= RasterizerStateFlags::VERTEX_NON_FULL_WHITE; uint8_t alpha = v0.color0 >> 24; if (alpha != 0) state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO; if (alpha != 0xFF) state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_FULL; } if (!(v0.fogdepth >= 255.0f / 256.0f)) state->flags |= RasterizerStateFlags::VERTEX_HAS_FOG; } void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0) { CalculateRasterStateFlags(state, v0, true); } void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, bool forceFlat) { CalculateRasterStateFlags(state, v0, !forceFlat && state->shadeGouraud); CalculateRasterStateFlags(state, v1, true); // Antialiased lines replace the alpha with their coverage (DrawLine), anywhere from 0 to 128. if (state->antialiasLines && !forceFlat) state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_FULL; } void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, const VertexData &v2) { CalculateRasterStateFlags(state, v0, state->shadeGouraud); CalculateRasterStateFlags(state, v1, state->shadeGouraud); CalculateRasterStateFlags(state, v2, true); } static inline int OptimizePixelIDFlags(const RasterizerStateFlags &flags) { return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_PIXELID; } static inline int OptimizeSamplerIDFlags(const RasterizerStateFlags &flags) { return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_SAMPLERID; } static inline int OptimizeAllFlags(const RasterizerStateFlags &flags) { return OptimizePixelIDFlags(flags) | OptimizeSamplerIDFlags(flags); } static inline RasterizerStateFlags ClearFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &mask) { int clearBits = (int)flags & (int)mask; return (RasterizerStateFlags)((int)flags & ~clearBits); } static inline RasterizerStateFlags ReplacePixelIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) { RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_PIXELID); return updated | (RasterizerStateFlags)OptimizePixelIDFlags(replace); } static inline RasterizerStateFlags ReplaceSamplerIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) { RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_SAMPLERID); return updated | (RasterizerStateFlags)OptimizeSamplerIDFlags(replace); } static bool CheckClutAlphaFull(RasterizerState *state) { // We only need to check it once. if (state->flags & RasterizerStateFlags::CLUT_ALPHA_CHECKED) return !(state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_FULL); // For now, let's keep things simple. const SamplerID &samplerID = state->samplerID; if (samplerID.hasClutOffset || !samplerID.useSharedClut) return false; uint32_t count = samplerID.TexFmt() == GE_TFMT_CLUT4 ? 16 : 256; if (samplerID.hasClutMask) count = std::min(count, ((samplerID.cached.clutFormat >> 8) & 0xFF) + 1); u32 alphaSum = 0xFFFFFFFF; if (samplerID.ClutFmt() == GE_CMODE_32BIT_ABGR8888) { CheckMask32((const uint32_t *)samplerID.cached.clut, count, &alphaSum); } else { CheckMask16((const uint16_t *)samplerID.cached.clut, count, &alphaSum); } bool onlyFull = true; // alphaSum ANDs every entry: alpha bits all entries share mean no entry has zero alpha. u32 alphaBits = 1; switch (samplerID.ClutFmt()) { case GE_CMODE_16BIT_BGR5650: break; case GE_CMODE_16BIT_ABGR5551: alphaBits = alphaSum & 0x8000; onlyFull = alphaBits != 0; break; case GE_CMODE_16BIT_ABGR4444: alphaBits = alphaSum & 0xF000; onlyFull = alphaBits == 0xF000; break; case GE_CMODE_32BIT_ABGR8888: alphaBits = alphaSum & 0xFF000000; onlyFull = alphaBits == 0xFF000000; break; } // Only the alpha bits count: a palette of white with alphas 0, 0x10, ... shares all its RGB bits but // still contains zero (Ace Combat's subtitle glyphs). if (alphaBits != 0) state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_ZERO; if (!onlyFull) state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_FULL; state->flags |= RasterizerStateFlags::CLUT_ALPHA_CHECKED; return onlyFull; } static RasterizerStateFlags DetectStateOptimizations(RasterizerState *state) { // Note: all optimizations must be undoable. RasterizerStateFlags optimize = RasterizerStateFlags::NONE; auto &pixelID = state->pixelID; auto &samplerID = state->samplerID; bool alphaZero = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO); bool alphaFull = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_FULL); bool needTextureAlpha = state->enableTextures && samplerID.useTextureAlpha; if (!pixelID.clearMode) { auto &cached = pixelID.cached; bool alphaBlend = pixelID.alphaBlend || (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_OFF); if (needTextureAlpha && alphaBlend && alphaFull) { bool usesClut = (samplerID.texfmt & 4) != 0; if (usesClut && CheckClutAlphaFull(state)) needTextureAlpha = false; } if (alphaBlend && !needTextureAlpha) { PixelBlendFactor src = pixelID.AlphaBlendSrc(); PixelBlendFactor dst = pixelID.AlphaBlendDst(); if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC) src = PixelBlendFactor::SRCALPHA; if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST) dst = PixelBlendFactor::INVSRCALPHA; // Okay, we may be able to convert this to a fixed value. if (alphaZero || alphaFull) { // If it was already set and we still can, set it again. if (src == PixelBlendFactor::SRCALPHA) optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_SRC; if (dst == PixelBlendFactor::INVSRCALPHA) optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_DST; } if (alphaFull && (src == PixelBlendFactor::SRCALPHA || src == PixelBlendFactor::ONE) && (dst == PixelBlendFactor::INVSRCALPHA || dst == PixelBlendFactor::ZERO)) { optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_OFF; } } if (alphaBlend && (needTextureAlpha || !alphaFull)) { // Okay, we're blending, and we need to. Are we alpha testing? GEComparison alphaTestFunc = pixelID.AlphaTestFunc(); if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE) alphaTestFunc = GE_COMP_NOTEQUAL; if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT) alphaTestFunc = GE_COMP_GREATER; if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON) alphaTestFunc = GE_COMP_ALWAYS; PixelBlendFactor src = pixelID.AlphaBlendSrc(); PixelBlendFactor dst = pixelID.AlphaBlendDst(); if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC) src = PixelBlendFactor::SRCALPHA; if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST) dst = PixelBlendFactor::INVSRCALPHA; if (alphaTestFunc == GE_COMP_ALWAYS && src == PixelBlendFactor::SRCALPHA && dst == PixelBlendFactor::INVSRCALPHA) { bool usesClut = (samplerID.texfmt & 4) != 0; bool couldHaveZeroTexAlpha = true; if (usesClut && CheckClutAlphaFull(state)) couldHaveZeroTexAlpha = false; if (state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_ZERO) couldHaveZeroTexAlpha = false; // Blending is expensive, since we read the target. Force alpha testing on. // Not with dithering: the GE still adds the dither to a zero alpha pixel (Test Drive). if (!pixelID.depthWrite && !pixelID.stencilTest && !pixelID.dithering && couldHaveZeroTexAlpha) optimize |= RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON; } } bool applyFog = pixelID.applyFog || (state->flags & RasterizerStateFlags::OPTIMIZED_FOG_OFF); if (applyFog) { bool hasFog = state->flags & RasterizerStateFlags::VERTEX_HAS_FOG; if (!hasFog) optimize |= RasterizerStateFlags::OPTIMIZED_FOG_OFF; } } if (state->enableTextures) { bool colorFull = !(state->flags & RasterizerStateFlags::VERTEX_NON_FULL_WHITE); if (colorFull && (!needTextureAlpha || alphaFull)) { // Modulate is common, sometimes even with a fixed color. Replace is cheaper. GETexFunc texFunc = samplerID.TexFunc(); if (state->flags & RasterizerStateFlags::OPTIMIZED_TEXREPLACE) texFunc = GE_TEXFUNC_MODULATE; if (texFunc == GE_TEXFUNC_MODULATE) optimize |= RasterizerStateFlags::OPTIMIZED_TEXREPLACE; } bool usesClut = (samplerID.texfmt & 4) != 0; if (usesClut && alphaFull && samplerID.useTextureAlpha) { GEComparison alphaTestFunc = pixelID.AlphaTestFunc(); // We optimize > 0 to != 0, so this is especially common. if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE) alphaTestFunc = GE_COMP_NOTEQUAL; // > 16, 8, or similar are also very common. if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT) alphaTestFunc = GE_COMP_GREATER; if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON) alphaTestFunc = GE_COMP_ALWAYS; bool alphaTest = (alphaTestFunc == GE_COMP_NOTEQUAL || alphaTestFunc == GE_COMP_GREATER) && pixelID.alphaTestRef < 0xFF && !state->pixelID.hasAlphaTestMask; if (alphaTest) { bool canSkipAlphaTest = CheckClutAlphaFull(state); if ((state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_ZERO) && pixelID.alphaTestRef == 0) canSkipAlphaTest = true; if (canSkipAlphaTest) optimize |= alphaTestFunc == GE_COMP_NOTEQUAL ? RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE : RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT; } } } return optimize; } static bool ApplyStateOptimizations(RasterizerState *state, const RasterizerStateFlags &optimize) { bool changed = false; // Check if we can compile the new funcs before replacing. if (OptimizePixelIDFlags(state->flags) != OptimizePixelIDFlags(optimize)) { bool canFull = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_FULL); PixelFuncID pixelID = state->pixelID; if (optimize & RasterizerStateFlags::OPTIMIZED_BLEND_OFF) pixelID.alphaBlend = false; else if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_OFF) pixelID.alphaBlend = true; if (optimize & RasterizerStateFlags::OPTIMIZED_BLEND_SRC) pixelID.alphaBlendSrc = (uint8_t)(canFull ? PixelBlendFactor::ONE : PixelBlendFactor::ZERO); else if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC) pixelID.alphaBlendSrc = (uint8_t)PixelBlendFactor::SRCALPHA; if (optimize & RasterizerStateFlags::OPTIMIZED_BLEND_DST) pixelID.alphaBlendDst = (uint8_t)(canFull ? PixelBlendFactor::ZERO : PixelBlendFactor::ONE); else if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST) pixelID.alphaBlendDst = (uint8_t)PixelBlendFactor::INVSRCALPHA; if (optimize & RasterizerStateFlags::OPTIMIZED_FOG_OFF) pixelID.applyFog = false; else if (state->flags & RasterizerStateFlags::OPTIMIZED_FOG_OFF) pixelID.applyFog = true; if (optimize & (RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE | RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT)) pixelID.alphaTestFunc = GE_COMP_ALWAYS; else if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE) pixelID.alphaTestFunc = GE_COMP_NOTEQUAL; else if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT) pixelID.alphaTestFunc = GE_COMP_GREATER; else if (optimize & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON) { pixelID.alphaTestFunc = GE_COMP_NOTEQUAL; pixelID.alphaTestRef = 0; pixelID.hasAlphaTestMask = false; } else if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON) { pixelID.alphaTestFunc = GE_COMP_ALWAYS; } SingleFunc drawPixel = Rasterizer::GetSingleFunc(pixelID, nullptr); // Can't compile during runtime. This failing is a bit of a problem when undoing... if (drawPixel) { state->drawPixel = drawPixel; state->drawSpan = Rasterizer::GetSpanFunc(pixelID, drawPixel); memcpy(&state->pixelID, &pixelID, sizeof(PixelFuncID)); state->flags = ReplacePixelIDFlags(state->flags, optimize) | RasterizerStateFlags::OPTIMIZED; changed = true; } } if (OptimizeSamplerIDFlags(state->flags) != OptimizeSamplerIDFlags(optimize)) { SamplerID samplerID = state->samplerID; if (optimize & RasterizerStateFlags::OPTIMIZED_TEXREPLACE) samplerID.texFunc = (uint8_t)GE_TEXFUNC_REPLACE; else if (state->flags & RasterizerStateFlags::OPTIMIZED_TEXREPLACE) samplerID.texFunc = (uint8_t)GE_TEXFUNC_MODULATE; Sampler::LinearFunc linear = Sampler::GetLinearFunc(samplerID, nullptr); Sampler::LinearFunc nearest = Sampler::GetNearestFunc(samplerID, nullptr); // Can't compile during runtime. This failing is a bit of a problem when undoing... if (linear && nearest) { // Since the definitions are the same, just force this setting using the func pointer. if (g_Config.iTexFiltering == TEX_FILTER_FORCE_LINEAR) { state->nearest = linear; state->linear = linear; } else if (g_Config.iTexFiltering == TEX_FILTER_FORCE_NEAREST) { state->nearest = nearest; state->linear = nearest; } else { state->nearest = nearest; state->linear = linear; } memcpy(&state->samplerID, &samplerID, sizeof(SamplerID)); state->linearQuad = Sampler::GetLinearQuadFunc(state->samplerID, state->linear); state->flags = ReplaceSamplerIDFlags(state->flags, optimize) | RasterizerStateFlags::OPTIMIZED; changed = true; } } state->lastFlags = state->flags; return changed; } bool OptimizeRasterState(RasterizerState *state) { if (state->flags == state->lastFlags) return false; RasterizerStateFlags optimize = DetectStateOptimizations(state); // If it was optimized before, just revert and don't churn. if ((state->flags & RasterizerStateFlags::OPTIMIZED) && OptimizeAllFlags(state->flags) != OptimizeAllFlags(optimize)) { optimize = RasterizerStateFlags::NONE; } else if (optimize == RasterizerStateFlags::NONE && !(state->flags & RasterizerStateFlags::OPTIMIZED)) { state->lastFlags = state->flags; return false; } return ApplyStateOptimizations(state, optimize); } RasterizerState OptimizeFlatRasterizerState(const RasterizerState &origState, const VertexData &v1) { uint8_t alpha = v1.color0 >> 24; RasterizerState state = origState; // Sometimes, a particular draw can do better than the overall state. state.flags = ClearFlags(state.flags, RasterizerStateFlags::VERTEX_FLAT_RESET); CalculateRasterStateFlags(&state, v1, true); RasterizerStateFlags optimize = DetectStateOptimizations(&state); if (OptimizeAllFlags(state.flags) != OptimizeAllFlags(optimize)) { ApplyStateOptimizations(&state, optimize); return state; } return origState; } static inline u8 ClampFogDepth(float fogdepth) { union FloatBits { float f; u32 u; }; FloatBits f; f.f = fogdepth; u32 exp = f.u >> 23; if ((f.u & 0x80000000) != 0 || exp <= 126 - 8) return 0; if (exp > 126) return 255; u32 mantissa = (f.u & 0x007FFFFF) | 0x00800000; return mantissa >> (16 + 126 - exp); } static inline void GetTextureCoordinates(const VertexData& v0, const VertexData& v1, const float p, float &s, float &t) { // Note that for environment mapping, texture coordinates have been calculated during lighting float q0 = 1.f / v0.clipw; float q1 = 1.f / v1.clipw; float wq0 = p * q0; float wq1 = (1.0f - p) * q1; float q_recip = 1.0f / (wq0 + wq1); s = (v0.texturecoords.s() * wq0 + v1.texturecoords.s() * wq1) * q_recip; t = (v0.texturecoords.t() * wq0 + v1.texturecoords.t() * wq1) * q_recip; } static inline void GetTextureCoordinatesProj(const VertexData& v0, const VertexData& v1, const float p, float &s, float &t) { // This is for texture matrix projection. float q0 = 1.f / v0.clipw; float q1 = 1.f / v1.clipw; float wq0 = p * q0; float wq1 = (1.0f - p) * q1; float q_recip = 1.0f / (v0.texturecoords.q() * wq0 + v1.texturecoords.q() * wq1); s = (v0.texturecoords.s() * wq0 + v1.texturecoords.s() * wq1) * q_recip; t = (v0.texturecoords.t() * wq0 + v1.texturecoords.t() * wq1) * q_recip; } static inline void GetTextureCoordinates(const VertexData &v0, const VertexData &v1, const VertexData &v2, const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &wsum_recip, Vec4 &s, Vec4 &t) { // Note that for environment mapping, texture coordinates have been calculated during lighting. float q0 = 1.f / v0.clipw; float q1 = 1.f / v1.clipw; float q2 = 1.f / v2.clipw; Vec4 wq0 = w0.Cast() * q0; Vec4 wq1 = w1.Cast() * q1; Vec4 wq2 = w2.Cast() * q2; Vec4 q_recip = (wq0 + wq1 + wq2).Reciprocal(); s = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), wq0, wq1, wq2, q_recip); t = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), wq0, wq1, wq2, q_recip); } static inline void GetTextureCoordinatesProj(const VertexData &v0, const VertexData &v1, const VertexData &v2, const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &wsum_recip, Vec4 &s, Vec4 &t) { // This is for texture matrix projection. float q0 = 1.f / v0.clipw; float q1 = 1.f / v1.clipw; float q2 = 1.f / v2.clipw; Vec4 wq0 = w0.Cast() * q0; Vec4 wq1 = w1.Cast() * q1; Vec4 wq2 = w2.Cast() * q2; // Here, Interpolate() is a bit suboptimal, since // there's no need to multiply by 1.0f. Vec4 q_recip = Interpolate(v0.texturecoords.q(), v1.texturecoords.q(), v2.texturecoords.q(), wq0, wq1, wq2, Vec4::AssignToAll(1.0f)).Reciprocal(); s = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), wq0, wq1, wq2, q_recip); t = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), wq0, wq1, wq2, q_recip); } static inline void SetPixelDepth(int x, int y, int stride, u16 value) { depthbuf.Set16(x, y, stride, value); } static inline bool IsRightSideOrFlatBottomLine(const Vec2& vertex, const Vec2& line1, const Vec2& line2) { if (line1.y == line2.y) { // just check if vertex is above us => bottom line parallel to x-axis return vertex.y < line1.y; } else { // check if vertex is on our left => right side // Exactly: a truncating divide put a vertex 0.2 subpixels left of the line on it, so a pixel center // on such a thin triangle's right edge counted as inside (Peace Walker ULUS10509). const int64_t dy = line2.y - line1.y; const int64_t lhs = (int64_t)(vertex.x - line1.x) * dy; const int64_t rhs = (int64_t)(line2.x - line1.x) * (vertex.y - line1.y); return dy > 0 ? lhs < rhs : lhs > rhs; } } // Color doubling applies to the specular (secondary) color too (gpu/probe exp86). static inline bool DoubleSecondaryColor(const RasterizerState &state) { return state.enableTextures && state.samplerID.useColorDoubling; } static inline Vec4IntResult SOFTRAST_CALL ApplyTexturing(float s, float t, Vec4IntArg prim_color, int texlevel, int frac_texlevel, bool bilinear, const RasterizerState &state) { const u8 **tptr0 = const_cast(&state.texptr[texlevel]); const uint16_t *bufw0 = &state.texbufw[texlevel]; if (!bilinear) { return state.nearest(s, t, prim_color, tptr0, bufw0, texlevel, frac_texlevel, state.samplerID); } return state.linear(s, t, prim_color, tptr0, bufw0, texlevel, frac_texlevel, state.samplerID); } static inline Vec4IntResult SOFTRAST_CALL ApplyTexturingSingle(float s, float t, Vec4IntArg prim_color, int texlevel, int frac_texlevel, bool bilinear, const RasterizerState &state) { return ApplyTexturing(s, t, prim_color, texlevel, frac_texlevel, bilinear, state); } // q is 1 / w at the pixel, as the GE interpolates it (UVPlanes). // autoGrad: the largest UV plane gradient in texels per pixel, when there are planes (or negative). static inline void CalculateSamplingParams(const float ds, const float dt, float q, const RasterizerState &state, int &level, int &levelFrac, bool &filt, float autoGrad = -1.0f) { const int width = 1 << state.samplerID.width0Shift; const int height = 1 << state.samplerID.height0Shift; // With 8 bits of fraction (because texslope can be fairly precise.) int detail; switch (state.TexLevelMode()) { case GE_TEXLEVEL_MODE_AUTO: if (autoGrad >= 0.0f) { // The largest gradient of the s and t planes over the pixel's q, both through the float-bits // log2, like slope mode (gpu/probe exp92-93). detail = GELog16(autoGrad) - GELog16(q); } else { detail = GELog16(std::max(std::abs(ds * width), std::abs(dt * height))); } break; case GE_TEXLEVEL_MODE_SLOPE: // The GE takes the same float-bits log2 of q and of the slope, and adds a level (gpu/probe // exp58-60, bit exact). detail = 16 + GELog16(state.textureLodSlope) - GELog16(q); break; case GE_TEXLEVEL_MODE_CONST: default: // Unused value 3 operates the same as CONST. detail = 0; break; } // Add in the bias (used in all modes), with 4 bits of fraction. detail += state.texLevelOffset; if (detail > 0 && state.maxTexLevel > 0) { bool mipFilt = state.mipFilt; int level8 = std::min(detail, state.maxTexLevel * 16); if (!mipFilt) { // Round up at 1.5. level8 += 8; } level = level8 >> 4; levelFrac = mipFilt ? level8 & 0xF : 0; } else { level = 0; levelFrac = 0; } if (detail > 0) filt = state.minFilt; else filt = state.magFilt; } // Four pixels in a row. ds and dt are the largest UV derivatives along x and y, for auto LOD without planes // (gpu/probe exp92, exact for affine mappings). sameQ: the pixels share their q, so also their level. // A span's colors a channel at a time (as SpanFunc takes them), from per pixel ones. static inline void ColorsToLanes(const Vec4 in[4], int out[16]) { for (int i = 0; i < 4; ++i) { for (int c = 0; c < 4; ++c) out[c * 4 + i] = in[i][c]; } } static inline Vec4 LaneColor(const int *colors, int stride, int i) { return Vec4(colors[i], colors[stride + i], colors[2 * stride + i], colors[3 * stride + i]); } // colors a channel at a time, as SpanFunc takes them. static inline void ApplyTexturing(const RasterizerState &state, int *colors, int colorStride, const Vec4 &mask, const Vec4 &s, const Vec4 &t, const Vec4 &q, float ds, float dt, bool sameQ, float autoGrad = -1.0f) { int level; int levelFrac; bool bilinear; bool perPixel = state.TexLevelMode() == GE_TEXLEVEL_MODE_SLOPE || (state.TexLevelMode() == GE_TEXLEVEL_MODE_AUTO && autoGrad >= 0.0f); if (!perPixel) { CalculateSamplingParams(ds, dt, 0.0f, state, level, levelFrac, bilinear); } else if (sameQ) { CalculateSamplingParams(ds, dt, q[0], state, level, levelFrac, bilinear, autoGrad); perPixel = false; } PROFILE_THIS_SCOPE("sampler"); if (state.linearQuad) { // All four at once, when they're all bilinear. int levels[4], fracs[4], active = 0; bool allBilinear = true; for (int i = 0; i < 4; ++i) { if (mask[i] < 0) continue; if (perPixel) CalculateSamplingParams(ds, dt, q[i], state, level, levelFrac, bilinear, autoGrad); levels[i] = level; fracs[i] = levelFrac; allBilinear = allBilinear && bilinear; active |= 1 << i; } if (allBilinear) { state.linearQuad(s.AsArray(), t.AsArray(), levels, fracs, active, state.texptr, state.texbufw, colors, colorStride, state.samplerID); return; } } for (int i = 0; i < 4; ++i) { if (mask[i] >= 0) { if (perPixel) CalculateSamplingParams(ds, dt, q[i], state, level, levelFrac, bilinear, autoGrad); const Vec4 out = ApplyTexturing(s[i], t[i], ToVec4IntArg(LaneColor(colors, colorStride, i)), level, levelFrac, bilinear, state); for (int c = 0; c < 4; ++c) colors[c * colorStride + i] = out[c]; } } } // Depth at x to x + 3 in row y. They're stored together unless they cross the end of a 16-pixel run. static inline u64 ReadDepth4(int x, int y, int stride) { const uint32_t offset = depthbuf.base + (uint32_t)(x + y * stride) * 2; if ((offset & 31) <= 24) { u64 v; memcpy(&v, depthbuf.Get16Ptr(x, y, stride), sizeof(v)); return v; } u64 v = 0; for (int i = 0; i < 4; ++i) v |= (u64)depthbuf.Get16(x + i, y, stride) << (16 * i); return v; } // For a span of four pixels in a row from x. static inline Vec4 SOFTRAST_CALL CheckDepthTestPassed4(const Vec4 &mask, GEComparison func, int x, int y, int stride, Vec4 z) { // Skip the depth buffer read if we're masked already. #if defined(_M_SSE) __m128i result = SAFE_M128I(mask.ivec); int maskbits = _mm_movemask_epi8(result); if (maskbits >= 0xFFFF) return mask; #else Vec4 result = mask; if (mask.x < 0 && mask.y < 0 && mask.z < 0 && mask.w < 0) return result; #endif // Read in the existing depth values. const u64 depth4 = ReadDepth4(x, y, stride); #if defined(_M_SSE) __m128i refz = _mm_unpacklo_epi16(_mm_loadl_epi64((const __m128i *)&depth4), _mm_setzero_si128()); #else Vec4 refz((int)(depth4 & 0xFFFF), (int)((depth4 >> 16) & 0xFFFF), (int)((depth4 >> 32) & 0xFFFF), (int)(depth4 >> 48)); #endif switch (func) { case GE_COMP_NEVER: #if defined(_M_SSE) result = _mm_set1_epi32(-1); #else result = Vec4::AssignToAll(-1); #endif break; case GE_COMP_ALWAYS: break; case GE_COMP_EQUAL: #if defined(_M_SSE) result = _mm_or_si128(result, _mm_xor_si128(_mm_cmpeq_epi32(z.ivec, refz), _mm_set1_epi32(-1))); #else for (int i = 0; i < 4; ++i) result[i] |= z[i] != refz[i] ? -1 : 0; #endif break; case GE_COMP_NOTEQUAL: #if defined(_M_SSE) result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz)); #else for (int i = 0; i < 4; ++i) result[i] |= z[i] == refz[i] ? -1 : 0; #endif break; case GE_COMP_LESS: #if defined(_M_SSE) result = _mm_or_si128(result, _mm_cmpgt_epi32(z.ivec, refz)); result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz)); #else for (int i = 0; i < 4; ++i) result[i] |= z[i] >= refz[i] ? -1 : 0; #endif break; case GE_COMP_LEQUAL: #if defined(_M_SSE) result = _mm_or_si128(result, _mm_cmpgt_epi32(z.ivec, refz)); #else for (int i = 0; i < 4; ++i) result[i] |= z[i] > refz[i] ? -1 : 0; #endif break; case GE_COMP_GREATER: #if defined(_M_SSE) result = _mm_or_si128(result, _mm_cmplt_epi32(z.ivec, refz)); result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz)); #else for (int i = 0; i < 4; ++i) result[i] |= z[i] <= refz[i] ? -1 : 0; #endif break; case GE_COMP_GEQUAL: #if defined(_M_SSE) result = _mm_or_si128(result, _mm_cmplt_epi32(z.ivec, refz)); #else for (int i = 0; i < 4; ++i) result[i] |= z[i] < refz[i] ? -1 : 0; #endif break; } return result; } template struct TriangleEdge { Vec4 Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin); inline Vec4 StepY(const Vec4 &w); inline Vec4 StepXTimes(const Vec4 &w, int c); Vec4 stepX; Vec4 stepY; }; #if defined(_M_SSE) && !PPSSPP_ARCH(X86) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline __m128i SOFTRAST_CALL TriangleEdgeStartSSE4(__m128i initX, __m128i initY, int xf, int yf, int c) { initX = _mm_mullo_epi32(initX, _mm_set1_epi32(xf)); initY = _mm_mullo_epi32(initY, _mm_set1_epi32(yf)); return _mm_add_epi32(_mm_add_epi32(initX, initY), _mm_set1_epi32(c)); } #endif template Vec4 TriangleEdge::Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin) { // Start at pixel centers. The GE samples exactly there, with left and top edges inclusive (gpu/probe). // Four pixels in a row. static constexpr int centerOff = SCREEN_SCALE_FACTOR / 2; Vec4 initX = Vec4::AssignToAll(origin.x) + Vec4(centerOff, centerOff + SCREEN_SCALE_FACTOR, centerOff + SCREEN_SCALE_FACTOR * 2, centerOff + SCREEN_SCALE_FACTOR * 3); Vec4 initY = Vec4::AssignToAll(origin.y + centerOff); // orient2d refactored. int xf = v0.y - v1.y; int yf = v1.x - v0.x; int c = v1.y * v0.x - v1.x * v0.y; stepX = Vec4::AssignToAll(xf * SCREEN_SCALE_FACTOR * 4); stepY = Vec4::AssignToAll(yf * SCREEN_SCALE_FACTOR); #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if constexpr (useSSE4) return TriangleEdgeStartSSE4(initX.ivec, initY.ivec, xf, yf, c); #endif return Vec4::AssignToAll(xf) * initX + Vec4::AssignToAll(yf) * initY + Vec4::AssignToAll(c); } template inline Vec4 TriangleEdge::StepY(const Vec4 &w) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) return _mm_add_epi32(w.ivec, stepY.ivec); #elif PPSSPP_ARCH(ARM64_NEON) return vaddq_s32(w.ivec, stepY.ivec); #else return w + stepY; #endif } #if defined(_M_SSE) && !PPSSPP_ARCH(X86) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline __m128i SOFTRAST_CALL StepTimesSSE4(__m128i w, __m128i step, int c) { return _mm_add_epi32(w, _mm_mullo_epi32(_mm_set1_epi32(c), step)); } #endif template inline Vec4 TriangleEdge::StepXTimes(const Vec4 &w, int c) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if constexpr (useSSE4) return StepTimesSSE4(w.ivec, stepX.ivec, c); #elif PPSSPP_ARCH(ARM64_NEON) return vaddq_s32(w.ivec, vmulq_s32(vdupq_n_s32(c), stepX.ivec)); #endif return w + stepX * c; } #if defined(_M_SSE) && !PPSSPP_ARCH(X86) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline bool SOFTRAST_CALL AnyMaskSSE4(__m128i mask) { __m128i sig = _mm_srai_epi32(mask, 31); return _mm_test_all_ones(sig) == 0; } #endif template static inline bool AnyMask(const Vec4 &mask) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if constexpr (useSSE4) { return AnyMaskSSE4(mask.ivec); } // Source: https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/#comment-6676 return _mm_movemask_ps(_mm_castsi128_ps(mask.ivec)) != 15; #elif PPSSPP_ARCH(ARM64_NEON) int64x2_t sig = vreinterpretq_s64_s32(vshrq_n_s32(mask.ivec, 31)); return vgetq_lane_s64(sig, 0) != -1 || vgetq_lane_s64(sig, 1) != -1; #else return mask.x >= 0 || mask.y >= 0 || mask.z >= 0 || mask.w >= 0; #endif } static inline Vec4 EdgeRecip(const Vec4 &w0, const Vec4 &w1, const Vec4 &w2) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) __m128i wsum = _mm_add_epi32(w0.ivec, _mm_add_epi32(w1.ivec, w2.ivec)); // _mm_rcp_ps loses too much precision. return _mm_div_ps(_mm_set1_ps(1.0f), _mm_cvtepi32_ps(wsum)); #elif PPSSPP_ARCH(ARM64_NEON) int32x4_t wsum = vaddq_s32(w0.ivec, vaddq_s32(w1.ivec, w2.ivec)); return vdivq_f32(vdupq_n_f32(1.0f), vcvtq_f32_s32(wsum)); #else return (w0 + w1 + w2).Cast().Reciprocal(); #endif } // The plane the GE interpolates depth and Gouraud color with (gpu/probe exp36-41 for depth, exp54 // for color, bit exact; color is screen-linear in transform mode too): the gradients are fixed // point with 14 fractional bits per subpixel, from the exact edge cross products and GESetupRecip, // and the plane is anchored at one vertex: the leftmost, unless the long edge (top to bottom) // is strictly the right side, then the rightmost. A pixel's value is the plane at its center, floored. struct DepthPlane { int64_t base; // value << 14 at screen (0, 0) int64_t kx; // per subpixel, << 14 int64_t ky; bool rightAnchored = false; // the long edge is the right side: the GE walks rows right to left int64_t At(int64_t x, int64_t y) const { return (base + kx * x + ky * y) >> 14; } }; static DepthPlane ComputePlane(const int64_t X[3], const int64_t Y[3], const int64_t Z[3]) { DepthPlane plane{}; const int64_t det = (X[1] - X[0]) * (Y[2] - Y[0]) - (X[2] - X[0]) * (Y[1] - Y[0]); if (det == 0) { plane.base = Z[0] << 14; return plane; } const int64_t nx = (Z[1] - Z[0]) * (Y[2] - Y[0]) - (Z[2] - Z[0]) * (Y[1] - Y[0]); const int64_t ny = (Z[2] - Z[0]) * (X[1] - X[0]) - (Z[1] - Z[0]) * (X[2] - X[0]); const uint64_t absDet = (uint64_t)(det < 0 ? -det : det); int e; const int64_t q = GESetupRecip(absDet, &e); const int64_t sign = det < 0 ? -1 : 1; // n / det * 2^14, as floor(n * q / 2^(e + 2)). plane.kx = (sign * nx * q) >> (e + 2); plane.ky = (sign * ny * q) >> (e + 2); int top = 0, mid = 1, bot = 2; auto above = [&](int a, int b) { return Y[a] < Y[b] || (Y[a] == Y[b] && X[a] < X[b]); }; if (above(mid, top)) std::swap(mid, top); if (above(bot, mid)) std::swap(bot, mid); if (above(mid, top)) std::swap(mid, top); const int64_t cross = (X[bot] - X[top]) * (Y[mid] - Y[top]) - (Y[bot] - Y[top]) * (X[mid] - X[top]); const bool flat = Y[top] == Y[mid] || Y[mid] == Y[bot]; int anchor = 0; if (cross > 0 && !flat) { plane.rightAnchored = true; for (int i = 1; i < 3; ++i) if (X[i] > X[anchor] || (X[i] == X[anchor] && Y[i] < Y[anchor])) anchor = i; } else { for (int i = 1; i < 3; ++i) if (X[i] < X[anchor] || (X[i] == X[anchor] && Y[i] < Y[anchor])) anchor = i; } plane.base = (Z[anchor] << 14) - plane.kx * X[anchor] - plane.ky * Y[anchor]; return plane; } static DepthPlane ComputeDepthPlane(const VertexData &v0, const VertexData &v1, const VertexData &v2) { const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x }; const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y }; const int64_t Z[3] = { v0.screenpos.z, v1.screenpos.z, v2.screenpos.z }; return ComputePlane(X, Y, Z); } // Planes for each channel of a color (8 bits per channel, packed as in VertexData). template static void ComputeColorPlanes(const VertexData &v0, const VertexData &v1, const VertexData &v2, u32 c0, u32 c1, u32 c2, DepthPlane *planes) { const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x }; const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y }; for (int i = 0; i < channels; ++i) { const int64_t C[3] = { (c0 >> (i * 8)) & 0xFF, (c1 >> (i * 8)) & 0xFF, (c2 >> (i * 8)) & 0xFF }; planes[i] = ComputePlane(X, Y, C); } } // Perspective texture coordinates as the GE interpolates them (gpu/probe exp55-56, bit exact at 1/16 // texel): per vertex q = 1/w with the GE's reciprocal and s = u * q, as float24s. s, t and q each become // 15-bit integers at the largest exponent of the three vertices, go through the same plane as depth, // and a pixel's u is s * 1/q, again with the GE's reciprocal (UVProduct). struct UVPlanes { DepthPlane s, t, q; // 2^-shift for each plane's shift (SharedShift), which takes a plane value back to a float. The values // are float24s, so the shift is within [-114, 163] and multiplying by the scale is exact, as ldexp is. double scaleS, scaleT, scaleQ; // The same as exponents, -shift. int expS, expT, expQ; bool valid; }; static int SharedShift(const double v[3]) { int e = INT_MIN; for (int i = 0; i < 3; ++i) { if (v[i] != 0.0) e = std::max(e, std::ilogb(v[i])); } return e == INT_MIN ? 0 : 14 - e; } static DepthPlane FixedPlane(const int64_t X[3], const int64_t Y[3], const double v[3], int shift) { const int64_t V[3] = { (int64_t)std::ldexp(v[0], shift), (int64_t)std::ldexp(v[1], shift), (int64_t)std::ldexp(v[2], shift) }; return ComputePlane(X, Y, V); } // u, v and w at three screen points. A w of 1 (through mode) leaves u and v as they are. With texture // projection, uq is the texture matrix's q, and u and v come out divided by it (gpu/probe exp64). static UVPlanes ComputeUVPlanesSTQ(const int64_t X[3], const int64_t Y[3], const double s[3], const double t[3], const double q[3]); static UVPlanes ComputeUVPlanes(const int64_t X[3], const int64_t Y[3], const float u[3], const float v[3], const float w[3], const float *uq = nullptr) { UVPlanes planes{}; double s[3], t[3], q[3]; for (int i = 0; i < 3; ++i) { const float w24 = TruncateToFloat24(w[i]); if (!(w24 > 0.0f) || !std::isfinite(w24)) return planes; const double r = GERecip(w24); q[i] = uq ? ProductToFloat24((double)TruncateToFloat24(uq[i]) * r) : r; s[i] = ProductToFloat24((double)TruncateToFloat24(u[i]) * r); t[i] = ProductToFloat24((double)TruncateToFloat24(v[i]) * r); } return ComputeUVPlanesSTQ(X, Y, s, t, q); } static UVPlanes ComputeUVPlanesSTQ(const int64_t X[3], const int64_t Y[3], const double s[3], const double t[3], const double q[3]) { UVPlanes planes{}; auto fixed = [&](const double v[3], DepthPlane *plane, double *scale, int *exp) { const int shift = SharedShift(v); *plane = FixedPlane(X, Y, v, shift); *scale = std::ldexp(1.0, -shift); *exp = -shift; }; fixed(s, &planes.s, &planes.scaleS, &planes.expS); fixed(t, &planes.t, &planes.scaleT, &planes.expT); fixed(q, &planes.q, &planes.scaleQ, &planes.expQ); planes.valid = true; return planes; } static UVPlanes ComputeUVPlanes(const VertexData &v0, const VertexData &v1, const VertexData &v2, bool textureProj) { const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x }; const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y }; const float u[3] = { v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s() }; const float v[3] = { v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t() }; const float w[3] = { v0.clipw, v1.clipw, v2.clipw }; const float q[3] = { v0.texturecoords.q(), v1.texturecoords.q(), v2.texturecoords.q() }; return ComputeUVPlanes(X, Y, u, v, w, textureProj ? q : nullptr); } // The largest of the s and t planes' gradients, in texels per pixel (auto mip level selection). // inTexels: the planes hold texel coordinates (through-mode triangles) rather than normalized ones. static float UVPlaneGradient(const UVPlanes &planes, const RasterizerState &state, bool inTexels) { if (!planes.valid) return -1.0f; const double perPixel = (double)SCREEN_SCALE_FACTOR / 16384.0; double gs = (double)std::max(std::abs(planes.s.kx), std::abs(planes.s.ky)) * perPixel * planes.scaleS; double gt = (double)std::max(std::abs(planes.t.kx), std::abs(planes.t.ky)) * perPixel * planes.scaleT; if (!inTexels) { gs *= 1 << state.samplerID.width0Shift; gt *= 1 << state.samplerID.height0Shift; } return (float)std::max(gs, gt); } // The q the mip level comes from: the GE picks it once per span of four pixels in a row, at the span's // second pixel in the direction it walks the row, or when that one is outside the triangle, at the // span's first pixel inside. Left to right that's x = 4k + 1; right to left (when the long edge is the // right side, as for the plane anchor) 4k + 2 (gpu/probe exp93, exp103-106). quadX is the first of four // pixels in a row in drawing coordinates, qAt(i) the q plane's value i pixels on, and the triangle covers // the row's pixels coverLo to coverHi. template static inline Vec4 LodQFromPlanes(const UVPlanes &planes, const QAt &qAt, int quadX, int64_t coverLo, int64_t coverHi) { const bool rtl = planes.q.rightAnchored; auto spanQ = [&](int spanX) { int64_t pick = spanX + (rtl ? 2 : 1); if (pick < coverLo || pick > coverHi) { // The first pixel inside, in the direction the row is walked. const int64_t first = rtl ? std::min(spanX + 3, coverHi) : std::max(spanX, coverLo); if (first >= std::max(spanX, coverLo) && first <= std::min(spanX + 3, coverHi)) pick = first; } return TruncateToFloat24((float)((double)qAt((int)(pick - quadX)) * planes.scaleQ)); }; // A span of four pixels in a row: one q per span they're in. Vec4 q; q[0] = spanQ(quadX & ~3); for (int i = 1; i < 4; ++i) q[i] = ((quadX + i) & 3) == 0 ? spanQ(quadX + i) : q[i - 1]; return q; } // A plane's values at the centers of four pixels in a row: a pixel's step adds k * 16 to the sum before the // shift. static inline void PlaneSpan(const DepthPlane &plane, int64_t centerX, int64_t centerY, int64_t out[4]) { const int64_t v = plane.base + plane.kx * centerX + plane.ky * centerY; const int64_t dx = plane.kx * SCREEN_SCALE_FACTOR; out[0] = v >> 14; out[1] = (v + dx) >> 14; out[2] = (v + 2 * dx) >> 14; out[3] = (v + 3 * dx) >> 14; } // A plane along a row of spans: its sum (the value << 14) at the span's first pixel center, stepped a span // at a time. struct PlaneWalk { int64_t v = 0; int64_t dx = 0; void Start(const DepthPlane &plane, int64_t centerX, int64_t centerY) { v = plane.base + plane.kx * centerX + plane.ky * centerY; dx = plane.kx * SCREEN_SCALE_FACTOR; } int64_t At(int i) const { return (v + i * dx) >> 14; } void Span(int64_t out[4]) const { for (int i = 0; i < 4; ++i) out[i] = At(i); } void Next() { v += 4 * dx; } }; // Whether a plane's sums at pixel centers stay within 32 bits from x0 to x1 and y0 to y1 (inclusive, in // subpixels), and its steps of up to three pixels in x. It's linear, so the corners are the extremes. static bool PlaneFits32(const DepthPlane &plane, int64_t x0, int64_t x1, int64_t y0, int64_t y1) { constexpr int64_t limit = (int64_t)1 << 31; if (std::abs(plane.kx) >= limit / (3 * SCREEN_SCALE_FACTOR)) return false; const int64_t xs[2] = { x0, x1 }, ys[2] = { y0, y1 }; for (int64_t x : xs) { for (int64_t y : ys) { const int64_t v = plane.base + plane.kx * x + plane.ky * y; if (v >= limit || v < -limit) return false; } } return true; } // From the planes' values at four pixels. static inline void GetTextureCoordinatesGE(const UVPlanes &planes, const int64_t qs[4], const int64_t ss[4], const int64_t ts[4], Vec4 &s, Vec4 &t, Vec4 &qOut) { if (GEUVSpan(qs, ss, ts, planes.expQ, planes.expS, planes.expT, s.AsArray(), t.AsArray(), qOut.AsArray())) return; for (int i = 0; i < 4; ++i) { const float q = TruncateToFloat24((float)((double)qs[i] * planes.scaleQ)); qOut[i] = q; if (!(q > 0.0f)) { s[i] = 0.0f; t[i] = 0.0f; continue; } const double r = GERecip(q); s[i] = GEUVProduct((double)TruncateToFloat24((float)((double)ss[i] * planes.scaleS)) * r); t[i] = GEUVProduct((double)TruncateToFloat24((float)((double)ts[i] * planes.scaleT)) * r); } } // For four pixels in a row. static inline void GetTextureCoordinatesGE(const UVPlanes &planes, int64_t centerX, int64_t centerY, Vec4 &s, Vec4 &t, Vec4 &qOut) { int64_t qs[4], ss[4], ts[4]; PlaneSpan(planes.q, centerX, centerY, qs); PlaneSpan(planes.s, centerX, centerY, ss); PlaneSpan(planes.t, centerX, centerY, ts); GetTextureCoordinatesGE(planes, qs, ss, ts, s, t, qOut); } // The staged rows' last stage (DrawTriangleSlice): texturing, the secondary color and the pixels, span by // span. Specialized for what's fixed per triangle. // Pixels per stage of a staged row. static constexpr int STAGED_CHUNK = 64; struct StagedSpans { const RasterizerState *state; const UVPlanes *uvPlanes; Vec4S32 qRamp, sRamp, tRamp; float autoGrad; // The mip level's q is the same for the span (ApplyTexturing's sameQ). bool sameQ; // Not in clear mode. bool addSecondary; int64_t coverLo, coverHi; int y; }; template static void DrawStagedSpans(const StagedSpans &ctx, int count, int chunkX, int64_t qv, int64_t sv, int64_t tv, int *maskBuf, int *zBuf, int *fogBuf, int *colorBuf, const int *secBuf) { const RasterizerState &state = *ctx.state; const UVPlanes &uvPlanes = *ctx.uvPlanes; const int64_t qdx = uvPlanes.q.kx * SCREEN_SCALE_FACTOR, sdx = uvPlanes.s.kx * SCREEN_SCALE_FACTOR, tdx = uvPlanes.t.kx * SCREEN_SCALE_FACTOR; for (int k = 0; k < count; k += 4, qv += 4 * qdx, sv += 4 * sdx, tv += 4 * tdx) { const Vec4 mask(maskBuf[k], maskBuf[k + 1], maskBuf[k + 2], maskBuf[k + 3]); if (!AnyMask(mask)) continue; int *prim_color = &colorBuf[k]; const int spanPX = (chunkX + k) & 0x3FF; if constexpr (textured) { Vec4 s, t, q; if constexpr (uvFast) { const Vec4S32 ql = (Vec4S32::Splat((int)qv) + ctx.qRamp).Shr<14>(); const Vec4S32 sl = (Vec4S32::Splat((int)sv) + ctx.sRamp).Shr<14>(); const Vec4S32 tl = (Vec4S32::Splat((int)tv) + ctx.tRamp).Shr<14>(); GEUVSpanCore(ql, sl, tl, uvPlanes.expQ, uvPlanes.expS, uvPlanes.expT, s.AsArray(), t.AsArray(), q.AsArray()); } else { int64_t qs[4], ss[4], ts[4]; for (int i = 0; i < 4; ++i) { qs[i] = (qv + i * qdx) >> 14; ss[i] = (sv + i * sdx) >> 14; ts[i] = (tv + i * tdx) >> 14; } GetTextureCoordinatesGE(uvPlanes, qs, ss, ts, s, t, q); } if constexpr (lodQ) q = LodQFromPlanes(uvPlanes, [&](int i) { return (qv + i * qdx) >> 14; }, spanPX, ctx.coverLo, ctx.coverHi); // For levels > 0, mipmapping is always based on level 0. Simpler to scale first. if constexpr (through) { s *= 1.0f / (float)(1 << state.samplerID.width0Shift); t *= 1.0f / (float)(1 << state.samplerID.height0Shift); } ApplyTexturing(state, prim_color, STAGED_CHUNK, mask, s, t, q, 0.0f, 0.0f, ctx.sameQ, ctx.autoGrad); } if (ctx.addSecondary) { for (int c = 0; c < 3; ++c) { int *channel = prim_color + c * STAGED_CHUNK; (Vec4S32::Load(channel) + Vec4S32::Load(secBuf + c * STAGED_CHUNK + k)).Store(channel); } } state.drawSpan(spanPX, ctx.y, &maskBuf[k], &zBuf[k], &fogBuf[k], prim_color, STAGED_CHUNK, state.pixelID); } } typedef void (*StagedSpansFunc)(const StagedSpans &ctx, int count, int chunkX, int64_t qv, int64_t sv, int64_t tv, int *maskBuf, int *zBuf, int *fogBuf, int *colorBuf, const int *secBuf); template static StagedSpansFunc PickStagedSpans(bool lodQ, bool through) { if (lodQ) return through ? &DrawStagedSpans : &DrawStagedSpans; return through ? &DrawStagedSpans : &DrawStagedSpans; } template void DrawTriangleSlice( const VertexData& v0, const VertexData& v1, const VertexData& v2, int x1, int y1, int x2, int y2, const RasterizerState &state) { Vec4 bias0 = Vec4::AssignToAll(IsRightSideOrFlatBottomLine(v0.screenpos.xy(), v1.screenpos.xy(), v2.screenpos.xy()) ? -1 : 0); Vec4 bias1 = Vec4::AssignToAll(IsRightSideOrFlatBottomLine(v1.screenpos.xy(), v2.screenpos.xy(), v0.screenpos.xy()) ? -1 : 0); Vec4 bias2 = Vec4::AssignToAll(IsRightSideOrFlatBottomLine(v2.screenpos.xy(), v0.screenpos.xy(), v1.screenpos.xy()) ? -1 : 0); const PixelFuncID &pixelID = state.pixelID; TriangleEdge e0; TriangleEdge e1; TriangleEdge e2; // Spans of four pixels in a row, aligned like the GE's (which pick the mip level's q). int64_t minX = x1 & ~(SCREEN_SCALE_FACTOR * 4 - 1), maxX = x2, minY = y1, maxY = y2; ScreenCoords pprime(minX, minY, 0); // Whether the mip level's q matters (LodQFromPlanes). const bool lodUsesQ = state.TexLevelMode() != GE_TEXLEVEL_MODE_CONST && (state.maxTexLevel > 0 || state.minFilt != state.magFilt); // A very tall triangle's long edge (top to bottom vertex): when 3 dy > 2^17 (in subpixels), the first pixel // of each 4-pixel span (for a left edge, the last for a right edge) is inside it when any of the span is // (gpu/probe exp131-135). int snapEdge = -1; bool snapLeft = false; { const VertexData *vs[3] = { &v0, &v1, &v2 }; int top = 0, bot = 0; for (int i = 1; i < 3; ++i) { if (vs[i]->screenpos.y < vs[top]->screenpos.y) top = i; // On a tie for the bottom, the long edge ends at the left one (gpu/probe exp131). if (vs[i]->screenpos.y > vs[bot]->screenpos.y || (vs[i]->screenpos.y == vs[bot]->screenpos.y && vs[i]->screenpos.x < vs[bot]->screenpos.x)) bot = i; } const int64_t dy = (int64_t)vs[bot]->screenpos.y - vs[top]->screenpos.y; if (top != bot && 3 * dy > (1 << 17)) { const int third = 3 - top - bot; snapEdge = third; // e_k is the edge opposite vertex k // Left edge when the third vertex is to the right of the long edge at its height. const int64_t ex = (int64_t)(vs[bot]->screenpos.x - vs[top]->screenpos.x) * (vs[third]->screenpos.y - vs[top]->screenpos.y); snapLeft = (int64_t)(vs[third]->screenpos.x - vs[top]->screenpos.x) * dy > ex; } } Vec4 w0_base = e0.Start(v1.screenpos, v2.screenpos, pprime); Vec4 w1_base = e1.Start(v2.screenpos, v0.screenpos, pprime); Vec4 w2_base = e2.Start(v0.screenpos, v1.screenpos, pprime); // The sum of weights should remain constant as we move toward/away from the edges. const Vec4 wsum_recip = EdgeRecip(w0_base, w1_base, w2_base); // 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 = !state.shadeGouraud; 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 || !pixelID.applyFog || (v0.fogdepth >= 255.0f / 256.0f && v1.fogdepth >= 255.0f / 256.0f && v2.fogdepth >= 255.0f / 256.0f); if (pixelID.applyDepthRange && flatZ) { if (v0.screenpos.z < pixelID.cached.minz || v0.screenpos.z > pixelID.cached.maxz) return; } #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListT_%08x", state.listPC); std::string ztag = StringFromFormat("DisplayListTZ_%08x", state.listPC); #endif const Vec4 v2_c0 = Vec4::FromRGBA(v2.color0); const Vec3 v2_c1 = Vec3::FromRGB(v2.color1); const DepthPlane depthPlane = flatZ ? DepthPlane{} : ComputeDepthPlane(v0, v1, v2); // Through mode too, where w is 1 (gpu/probe exp73). const UVPlanes uvPlanes = state.enableTextures ? ComputeUVPlanes(v0, v1, v2, state.textureProj && !state.throughMode) : UVPlanes{}; const float autoGrad = UVPlaneGradient(uvPlanes, state, state.throughMode); DepthPlane color0Planes[4], color1Planes[3]; DepthPlane fogPlane{}; if (!noFog) { const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x }; const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y }; const int64_t F[3] = { ClampFogDepth(v0.fogdepth), ClampFogDepth(v1.fogdepth), ClampFogDepth(v2.fogdepth) }; fogPlane = ComputePlane(X, Y, F); } if (!flatColor0) ComputeColorPlanes<4>(v0, v1, v2, v0.color0, v1.color0, v2.color0, color0Planes); if (!flatColor1) ComputeColorPlanes<3>(v0, v1, v2, v0.color1, v1.color1, v2.color1, color1Planes); const Vec4 minz = Vec4::AssignToAll(pixelID.cached.minz); const Vec4 maxz = Vec4::AssignToAll(pixelID.cached.maxz); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) const bool staged = false; #else // Textures without planes take the edge weights, which only the span loop below has. const bool staged = state.drawSpan && (!state.enableTextures || clearMode || uvPlanes.valid); #endif // The UV planes' sums fit 32 bits wherever spans are walked (up to three pixels outside x1 to x2), and // GEUVSpanCore needs no checks for them: then a span's values are one vector add per plane. bool uvFast = false; Vec4S32 qRamp, sRamp, tRamp; if (uvPlanes.valid && GEUVSpanSafe(uvPlanes.expQ, uvPlanes.expS, uvPlanes.expT)) { auto fits = [&](const DepthPlane &plane) { return PlaneFits32(plane, x1 - SCREEN_SCALE_FACTOR * 4, x2 + SCREEN_SCALE_FACTOR * 4, y1, y2 + SCREEN_SCALE_FACTOR); }; uvFast = fits(uvPlanes.q) && fits(uvPlanes.s) && fits(uvPlanes.t); auto ramp = [](const DepthPlane &plane) { const int dx = (int)(plane.kx * SCREEN_SCALE_FACTOR); alignas(16) const int steps[4] = { 0, dx, 2 * dx, 3 * dx }; return Vec4S32::Load(steps); }; if (uvFast) { qRamp = ramp(uvPlanes.q); sRamp = ramp(uvPlanes.s); tRamp = ramp(uvPlanes.t); } } StagedSpans stagedCtx{ &state, &uvPlanes, qRamp, sRamp, tRamp, autoGrad, lodUsesQ, !clearMode }; StagedSpansFunc drawStagedSpans; if (clearMode || !state.enableTextures) drawStagedSpans = &DrawStagedSpans; else if (uvFast) drawStagedSpans = PickStagedSpans(lodUsesQ && !state.throughMode, state.throughMode); else drawStagedSpans = PickStagedSpans(lodUsesQ && !state.throughMode, state.throughMode); // The edges as A x + B y + C + bias >= 0 at pixel centers, in 64 bits. struct RowEdge { int64_t a, b, c; }; const ScreenCoords *edgeEnds[3][2] = { { &v1.screenpos, &v2.screenpos }, { &v2.screenpos, &v0.screenpos }, { &v0.screenpos, &v1.screenpos } }; const int biases[3] = { bias0[0], bias1[0], bias2[0] }; RowEdge edges[3]; for (int k = 0; k < 3; ++k) { const ScreenCoords &a = *edgeEnds[k][0], &b = *edgeEnds[k][1]; edges[k] = { (int64_t)(a.y - b.y), (int64_t)(b.x - a.x), (int64_t)b.y * a.x - (int64_t)b.x * a.y + biases[k] }; } auto floorDiv = [](int64_t n, int64_t m) { return n >= 0 ? n / m : -((-n + m - 1) / m); }; // An edge's pixels in a row (x centers 16 px + 8): px from lo up, or up to hi, or all or none. auto edgeBounds = [&](const RowEdge &edge, int64_t yc, int64_t &lo, int64_t &hi) { const int64_t rest = edge.b * yc + edge.c; if (edge.a > 0) { // x >= -rest / a, so px >= (x - 8) / 16. const int64_t x = -floorDiv(rest, edge.a); lo = std::max(lo, -floorDiv(SCREEN_SCALE_FACTOR / 2 - x, SCREEN_SCALE_FACTOR)); } else if (edge.a < 0) { const int64_t x = floorDiv(rest, -edge.a); hi = std::min(hi, floorDiv(x - SCREEN_SCALE_FACTOR / 2, SCREEN_SCALE_FACTOR)); } else if (rest < 0) { lo = INT64_MAX / 2; } }; // The scissor's pixels. const int64_t scissorLo = -floorDiv(-(int64_t)x1, SCREEN_SCALE_FACTOR), scissorHi = floorDiv(x2, SCREEN_SCALE_FACTOR); for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR, w0_base = e0.StepY(w0_base), w1_base = e1.StepY(w1_base), w2_base = e2.StepY(w2_base)) { const int64_t yc = curY + SCREEN_SCALE_FACTOR / 2; // The triangle's pixels in this row (lo to hi), and those drawn, within the scissor. A snapping edge // is checked per pixel, the rest by bounds. int64_t coverLo = INT64_MIN / 2, coverHi = INT64_MAX / 2; for (int k = 0; k < 3; ++k) edgeBounds(edges[k], yc, coverLo, coverHi); int64_t lo = scissorLo, hi = scissorHi; for (int k = 0; k < 3; ++k) { if (k != snapEdge) edgeBounds(edges[k], yc, lo, hi); } int64_t snapLo = INT64_MIN / 2, snapHi = INT64_MAX / 2; if (snapEdge >= 0) { edgeBounds(edges[snapEdge], yc, snapLo, snapHi); // The span's first pixel (left edge) or last (right edge) is checked at the span's other end. int64_t walkLo = lo, walkHi = hi; walkLo = std::max(walkLo, snapLo - 3); walkHi = std::min(walkHi, snapHi + 3); lo = std::max(lo, walkLo); hi = std::min(hi, walkHi); } else { lo = std::max(lo, coverLo); hi = std::min(hi, coverHi); } if (lo > hi) continue; DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY); const int64_t firstSpan = lo & ~3; const int skipX = (int)((firstSpan * SCREEN_SCALE_FACTOR - minX) / (SCREEN_SCALE_FACTOR * 4)); p.x = (p.x + 4 * skipX) & 0x3FF; // The usual case, a row at a time in stages: coverage, depth and the early depth test, then colors and // fog for all its pixels, then texturing and the pixels span by span. Each stage keeps little state. if (staged) { constexpr int CHUNK = STAGED_CHUNK; alignas(16) int maskBuf[CHUNK], zBuf[CHUNK], fogBuf[CHUNK]; // A channel at a time. alignas(16) int colorBuf[4][CHUNK]; alignas(16) int secBuf[3][CHUNK]; int chunkX = p.x; for (int64_t chunk = firstSpan; chunk <= hi; chunk += CHUNK, chunkX = (chunkX + CHUNK) & 0x3FF) { const int count = (int)std::min(CHUNK, ((hi - chunk) / 4 + 1) * 4); const int64_t centerX = chunk * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; // The sums of a plane along the chunk, as a walker steps them, four pixels at a time: store(k, v) // with v the four values from k on, clamped to [lo, hi]. In 32 bits when both ends fit (and so // all between, which wrapping arithmetic then gets exactly). alignas(16) static const int ramp[4] = { 0, 1, 2, 3 }; auto walk = [&](const DepthPlane &plane, int lo, int hi, auto store) { const int64_t v0 = plane.base + plane.kx * centerX + plane.ky * yc; const int64_t dx = plane.kx * SCREEN_SCALE_FACTOR; const int64_t vEnd = v0 + dx * (count - 1); const Vec4S32 loV = Vec4S32::Splat(lo), hiV = Vec4S32::Splat(hi); if (v0 == (int32_t)v0 && vEnd == (int32_t)vEnd) { const int32_t dx32 = (int32_t)(uint32_t)dx; Vec4S32 v = Vec4S32::Splat((int32_t)v0) + Vec4S32::LoadAligned(ramp) * Vec4S32::Splat(dx32); const Vec4S32 step = Vec4S32::Splat((int32_t)(uint32_t)(dx * 4)); for (int k = 0; k < count; k += 4, v = v + step) store(k, v.Shr<14>().Max(loV).Min(hiV)); return; } int64_t v = v0; for (int k = 0; k < count; k += 4) { alignas(16) int lanes[4]; for (int i = 0; i < 4; ++i, v += dx) lanes[i] = (int)std::clamp(v >> 14, lo, hi); store(k, Vec4S32::LoadAligned(lanes)); } }; { // Relative to the chunk, which starts a span: the snap edge's pixel is a lane's own, or for // the span's first (snapping left) or last lane the span's other end. auto rel = [&](int64_t v, int pad) { return Vec4S32::Splat((int)std::clamp(v - chunk, -1 - pad, CHUNK + pad)); }; const Vec4S32 loV = rel(lo, 0), hiV = rel(hi, 0); const Vec4S32 snapLoV = rel(snapLo, 4), snapHiV = rel(snapHi, 4); alignas(16) static const int ramp[4] = { 0, 1, 2, 3 }; alignas(16) static const int snapOffsets[2][4] = { { 0, 0, 0, -3 }, { 3, 0, 0, 0 } }; const Vec4S32 snapOffset = Vec4S32::LoadAligned(snapOffsets[snapLeft ? 1 : 0]); Vec4S32 kv = Vec4S32::LoadAligned(ramp); for (int k = 0; k < count; k += 4, kv = kv + Vec4S32::Splat(4)) { Vec4S32 dead = kv.CompareLt(loV) | kv.CompareGt(hiV); if (snapEdge >= 0) { const Vec4S32 at = kv + snapOffset; dead = dead | at.CompareLt(snapLoV) | at.CompareGt(snapHiV); } dead.StoreAligned(&maskBuf[k]); } } if (flatZ) { for (int k = 0; k < count; ++k) zBuf[k] = v2.screenpos.z; } else { // A value floored below 0 (next to an edge of z = 0 vertices) is 0 (gpu/probe exp148). walk(depthPlane, 0, INT_MAX, [&](int k, Vec4S32 v) { v.StoreAligned(&zBuf[k]); }); } if (pixelID.earlyZChecks) { for (int k = 0; k < count; k += 4) { Vec4 mask(maskBuf[k], maskBuf[k + 1], maskBuf[k + 2], maskBuf[k + 3]); const Vec4 z(zBuf[k], zBuf[k + 1], zBuf[k + 2], zBuf[k + 3]); if (pixelID.applyDepthRange) { for (int i = 0; i < 4; ++i) { if (z[i] < minz[i] || z[i] > maxz[i]) mask[i] = -1; } } mask = CheckDepthTestPassed4(mask, pixelID.DepthTestFunc(), (chunkX + k) & 0x3FF, p.y, pixelID.cached.depthbufStride, z); for (int i = 0; i < 4; ++i) maskBuf[k + i] = mask[i]; } } for (int c = 0; c < 4; ++c) { if (!flatColor0) { walk(color0Planes[c], 0, 255, [&](int k, Vec4S32 v) { v.StoreAligned(&colorBuf[c][k]); }); } else { for (int k = 0; k < count; ++k) colorBuf[c][k] = v2_c0[c]; } } const int secScale = DoubleSecondaryColor(state) ? 2 : 1; for (int c = 0; c < 3; ++c) { if (!flatColor1) { walk(color1Planes[c], 0, 255, [&](int k, Vec4S32 v) { (secScale == 2 ? v.Shl<1>() : v).StoreAligned(&secBuf[c][k]); }); } else { for (int k = 0; k < count; ++k) secBuf[c][k] = v2_c1[c] * secScale; } } if (!noFog) { // The 8-bit fog of each vertex through the depth plane, like Gouraud color (gpu/probe exp21). walk(fogPlane, 0, 255, [&](int k, Vec4S32 v) { v.StoreAligned(&fogBuf[k]); }); } else { for (int k = 0; k < count; ++k) fogBuf[k] = 255; } int64_t qv = 0, sv = 0, tv = 0; if (uvPlanes.valid) { qv = uvPlanes.q.base + uvPlanes.q.kx * centerX + uvPlanes.q.ky * yc; sv = uvPlanes.s.base + uvPlanes.s.kx * centerX + uvPlanes.s.ky * yc; tv = uvPlanes.t.base + uvPlanes.t.kx * centerX + uvPlanes.t.ky * yc; } stagedCtx.coverLo = coverLo; stagedCtx.coverHi = coverHi; stagedCtx.y = p.y; drawStagedSpans(stagedCtx, count, chunkX, qv, sv, tv, maskBuf, zBuf, fogBuf, colorBuf[0], secBuf[0]); } continue; } // The planes from the first span on. const int64_t firstCenterX = firstSpan * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; PlaneWalk zWalk, fogWalk, color0Walk[4], color1Walk[3], qWalk, sWalk, tWalk; if (!flatZ) zWalk.Start(depthPlane, firstCenterX, yc); if (!noFog) fogWalk.Start(fogPlane, firstCenterX, yc); for (int c = 0; c < 4 && !flatColor0; ++c) color0Walk[c].Start(color0Planes[c], firstCenterX, yc); for (int c = 0; c < 3 && !flatColor1; ++c) color1Walk[c].Start(color1Planes[c], firstCenterX, yc); if (uvPlanes.valid) { qWalk.Start(uvPlanes.q, firstCenterX, yc); sWalk.Start(uvPlanes.s, firstCenterX, yc); tWalk.Start(uvPlanes.t, firstCenterX, yc); } auto nextSpan = [&]() { zWalk.Next(); fogWalk.Next(); for (int c = 0; c < 4; ++c) color0Walk[c].Next(); for (int c = 0; c < 3; ++c) color1Walk[c].Next(); qWalk.Next(); sWalk.Next(); tWalk.Next(); }; for (int64_t spanX = firstSpan; spanX <= hi; spanX += 4, p.x = (p.x + 4) & 0x3FF, nextSpan()) { const int64_t curX = spanX * SCREEN_SCALE_FACTOR; Vec4 mask; for (int i = 0; i < 4; ++i) { const int64_t px = spanX + i; bool inside = px >= lo && px <= hi; if (inside && snapEdge >= 0) { const int64_t at = snapLeft ? ((px & 3) == 0 ? (px | 3) : px) : ((px & 3) == 3 ? (px & ~3) : px); inside = at >= snapLo && at <= snapHi; } mask[i] = inside ? 0 : -1; } if (AnyMask(mask)) { Vec4 z; if (flatZ) { z = Vec4::AssignToAll(v2.screenpos.z); } else { // The GE's fixed point depth plane at the four pixel centers. z = Vec4((int)zWalk.At(0), (int)zWalk.At(1), (int)zWalk.At(2), (int)zWalk.At(3)); // A value floored below 0 (next to an edge of z = 0 vertices) is 0 (gpu/probe exp148). for (int i = 0; i < 4; ++i) z[i] = std::max(z[i], 0); } if (pixelID.earlyZChecks) { if (pixelID.applyDepthRange) { #if defined(_M_SSE) mask.ivec = _mm_or_si128(mask.ivec, _mm_or_si128(_mm_cmplt_epi32(z.ivec, minz.ivec), _mm_cmpgt_epi32(z.ivec, maxz.ivec))); #else for (int i = 0; i < 4; ++i) { if (z[i] < minz[i] || z[i] > maxz[i]) mask[i] = -1; } #endif } mask = CheckDepthTestPassed4(mask, pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z); if (!AnyMask(mask)) continue; } // Color interpolation is not perspective corrected on the PSP. Vec4 prim_color[4]; if (!flatColor0) { for (int i = 0; i < 4; ++i) { if (mask[i] >= 0) prim_color[i] = Vec4(std::clamp((int)color0Walk[0].At(i), 0, 255), std::clamp((int)color0Walk[1].At(i), 0, 255), std::clamp((int)color0Walk[2].At(i), 0, 255), std::clamp((int)color0Walk[3].At(i), 0, 255)); } } else { for (int i = 0; i < 4; ++i) { prim_color[i] = v2_c0; } } Vec3 sec_color[4]; if (!flatColor1) { for (int i = 0; i < 4; ++i) { if (mask[i] >= 0) sec_color[i] = Vec3(std::clamp((int)color1Walk[0].At(i), 0, 255), std::clamp((int)color1Walk[1].At(i), 0, 255), std::clamp((int)color1Walk[2].At(i), 0, 255)); } } else { for (int i = 0; i < 4; ++i) { sec_color[i] = v2_c1; } } if (DoubleSecondaryColor(state)) { for (int i = 0; i < 4; ++i) { sec_color[i] = sec_color[i] + sec_color[i]; } } if (state.enableTextures) { if constexpr (!clearMode) { Vec4 s, t; Vec4 q = Vec4::AssignToAll(1.0f); // Without planes, from the edge weights (of these pixels, or the row below). Vec4 w0, w1, w2; if (!uvPlanes.valid) { const int steps = (int)((curX - minX) / (SCREEN_SCALE_FACTOR * 4)); w0 = e0.StepXTimes(w0_base, steps); w1 = e1.StepXTimes(w1_base, steps); w2 = e2.StepXTimes(w2_base, steps); } auto interpolatedST = [&](const Vec4 &a, const Vec4 &b, const Vec4 &c, Vec4 &os, Vec4 &ot) { if (state.throughMode) { os = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), a, b, c, wsum_recip); ot = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), a, b, c, wsum_recip); } else if (state.textureProj) { // Texture coordinate interpolation must definitely be perspective-correct. GetTextureCoordinatesProj(v0, v1, v2, a, b, c, wsum_recip, os, ot); } else { GetTextureCoordinates(v0, v1, v2, a, b, c, wsum_recip, os, ot); } }; if (uvPlanes.valid) { int64_t qs[4], ss[4], ts[4]; qWalk.Span(qs); sWalk.Span(ss); tWalk.Span(ts); GetTextureCoordinatesGE(uvPlanes, qs, ss, ts, s, t, q); if (lodUsesQ && !state.throughMode) q = LodQFromPlanes(uvPlanes, [&](int i) { return qWalk.At(i); }, p.x, coverLo, coverHi); } else { interpolatedST(w0, w1, w2, s, t); } // For levels > 0, mipmapping is always based on level 0. Simpler to scale first. if (state.throughMode) { s *= 1.0f / (float) (1 << state.samplerID.width0Shift); t *= 1.0f / (float) (1 << state.samplerID.height0Shift); } // Auto LOD without planes: the derivatives along x and y, from the pixel to the right and the // one below. float ds = 0.0f, dt = 0.0f; if (!uvPlanes.valid && state.TexLevelMode() == GE_TEXLEVEL_MODE_AUTO) { Vec4 sb, tb; interpolatedST(e0.StepY(w0), e1.StepY(w1), e2.StepY(w2), sb, tb); if (state.throughMode) { sb *= 1.0f / (float)(1 << state.samplerID.width0Shift); tb *= 1.0f / (float)(1 << state.samplerID.height0Shift); } ds = std::max(std::abs(s[1] - s[0]), std::abs(sb[0] - s[0])); dt = std::max(std::abs(t[1] - t[0]), std::abs(tb[0] - t[0])); } if (state.TexLevelMode() == GE_TEXLEVEL_MODE_SLOPE && !uvPlanes.valid) { const float clipw = (v0.clipw * w0.x + v1.clipw * w1.x + v2.clipw * w2.x) * wsum_recip.x; q = Vec4::AssignToAll(1.0f / clipw); } // A span shares its q, except for the planes' per-pixel q when it doesn't matter. alignas(16) int lanes[16]; ColorsToLanes(prim_color, lanes); ApplyTexturing(state, lanes, 4, mask, s, t, q, ds, dt, !uvPlanes.valid || lodUsesQ, autoGrad); for (int i = 0; i < 4; ++i) prim_color[i] = LaneColor(lanes, 4, i); } } if constexpr (!clearMode) { for (int i = 0; i < 4; ++i) { #if defined(_M_SSE) // TODO: Tried making Vec4 do this, but things got slower. const __m128i sec = _mm_and_si128(sec_color[i].ivec, _mm_set_epi32(0, -1, -1, -1)); prim_color[i].ivec = _mm_add_epi32(prim_color[i].ivec, sec); #elif PPSSPP_ARCH(ARM64_NEON) int32x4_t sec = vsetq_lane_s32(0, sec_color[i].ivec, 3); prim_color[i].ivec = vaddq_s32(prim_color[i].ivec, sec); #else prim_color[i] += Vec4(sec_color[i], 0); #endif } } Vec4 fog = Vec4::AssignToAll(255); if (!noFog) { // The 8-bit fog of each vertex through the depth plane, like Gouraud color (gpu/probe exp21). for (int i = 0; i < 4; ++i) fog[i] = std::clamp((int)fogWalk.At(i), 0, 255); } PROFILE_THIS_SCOPE("draw_tri_px"); #if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) if (state.drawSpan) { alignas(16) int lanes[16]; ColorsToLanes(prim_color, lanes); state.drawSpan(p.x, p.y, mask.AsArray(), z.AsArray(), fog.AsArray(), lanes, 4, pixelID); continue; } #endif DrawingCoords subp = p; for (int i = 0; i < 4; ++i) { if (mask[i] < 0) { continue; } subp.x = p.x + i; state.drawPixel(subp.x, subp.y, z[i], fog[i], ToVec4IntArg(prim_color[i]), pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) uint32_t row = gstate.getFrameBufAddress() + subp.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * bpp, bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { row = gstate.getDepthBufAddress() + subp.y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } } } } #if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) && defined(SOFTGPU_MEMORY_TAGGING_BASIC) for (int y = minY; y <= maxY; y += SCREEN_SCALE_FACTOR) { DrawingCoords p = TransformUnit::ScreenToDrawing(minX, y); DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX, y); uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, (pend.x - p.x) * bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { row = gstate.getDepthBufAddress() + p.y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, (pend.x - p.x) * 2, ztag.c_str(), ztag.size()); } } #endif } // Draws triangle, vertices specified in counter-clockwise direction void DrawTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2, const BinCoords &range, const RasterizerState &state) { PROFILE_THIS_SCOPE("draw_tri"); auto drawSlice = cpu_info.bSSE4_1 ? (state.pixelID.clearMode ? &DrawTriangleSlice : &DrawTriangleSlice) : (state.pixelID.clearMode ? &DrawTriangleSlice : &DrawTriangleSlice); drawSlice(v0, v1, v2, range.x1, range.y1, range.x2, range.y2, state); } void DrawRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &rastState) { int entireX1 = std::min(v0.screenpos.x, v1.screenpos.x); int entireY1 = std::min(v0.screenpos.y, v1.screenpos.y); int entireX2 = std::max(v0.screenpos.x, v1.screenpos.x) - 1; int entireY2 = std::max(v0.screenpos.y, v1.screenpos.y) - 1; // Pixel centers are at 16k + 7 here. The GE's sprite edges (gpu/probe): the first column is // (x1 + 6) >> 4, the first row (y1 + 7) >> 4, and both end at (x2 + 7) >> 4, exclusive. int minX = std::max(entireX1 & ~(SCREEN_SCALE_FACTOR - 1), range.x1) | (SCREEN_SCALE_FACTOR / 2 - 1); int minY = std::max(entireY1 & ~(SCREEN_SCALE_FACTOR - 1), range.y1) | (SCREEN_SCALE_FACTOR / 2 - 1); int maxX = std::min(entireX2 - 1, range.x2); int maxY = std::min(entireY2 - 1, range.y2); if (minX < entireX1 - 2) minX += SCREEN_SCALE_FACTOR; // A sprite drawn bottom-left to top-right is rotated, and its first row rounds like a column // (gpu/probe exp122). const bool rotated = v0.screenpos.x < v1.screenpos.x && v0.screenpos.y > v1.screenpos.y; if (minY < entireY1 - (rotated ? 2 : 1)) minY += SCREEN_SCALE_FACTOR; RasterizerState state = OptimizeFlatRasterizerState(rastState, v1); UVPlanes uvPlanes{}; if (state.enableTextures) { // Note: texture projection is not handled here, those always turn into triangles. Vec2f tc0 = v0.texturecoords.uv(); Vec2f tc1 = v1.texturecoords.uv(); if (state.throughMode) { // For levels > 0, mipmapping is always based on level 0. Simpler to scale first. tc0.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift); tc1.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift); tc0.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift); tc1.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift); } // The GE interpolates sprite UVs with the same planes as triangles, from three corners whose s, t and q // it takes component by component from the two vertices: s from the vertex that supplies the corner's // x, t from the one that supplies its y (swapped for a rotated sprite, drawn bottom left to top right // or top right to bottom left), and q from the one that supplies its x. So different w at the two // vertices bend the mapping (gpu/probe exp57, exp122, exp129). The corners are top left, top right // and bottom left, or for bottom left to top right, bottom left, top right and bottom right, which // anchors that plane at the bottom left. const bool right = v0.screenpos.x < v1.screenpos.x, down = v0.screenpos.y < v1.screenpos.y; const bool swapST = right != down; const VertexData *vs[2] = { &v0, &v1 }; double S[2], T[2], Q[2]; for (int k = 0; k < 2; ++k) { const double r = state.throughMode ? 1.0 : GERecip(TruncateToFloat24(vs[k]->clipw)); Q[k] = r; S[k] = ProductToFloat24((double)TruncateToFloat24(k == 0 ? tc0.s() : tc1.s()) * r); T[k] = ProductToFloat24((double)TruncateToFloat24(k == 0 ? tc0.t() : tc1.t()) * r); } const int64_t left = std::min(v0.screenpos.x, v1.screenpos.x), top = std::min(v0.screenpos.y, v1.screenpos.y); const int64_t rightX = std::max(v0.screenpos.x, v1.screenpos.x), bottom = std::max(v0.screenpos.y, v1.screenpos.y); const bool bottomLeftFirst = right && !down; const int64_t CX[3] = { left, rightX, bottomLeftFirst ? rightX : left }; const int64_t CY[3] = { bottomLeftFirst ? bottom : top, top, bottom }; double cs[3], ct[3], cq[3]; for (int k = 0; k < 3; ++k) { const int xs = CX[k] == v0.screenpos.x ? 0 : 1, ys = CY[k] == v0.screenpos.y ? 0 : 1; cs[k] = S[swapST ? ys : xs]; ct[k] = T[swapST ? xs : ys]; cq[k] = Q[xs]; } uvPlanes = ComputeUVPlanesSTQ(CX, CY, cs, ct, cq); } // Sprite planes are built from normalized coordinates, also in through mode. const float autoGrad = UVPlaneGradient(uvPlanes, state, false); ScreenCoords pprime(minX, minY, 0); const Vec4 fog = Vec4::AssignToAll(ClampFogDepth(v1.fogdepth)); const Vec4 z = Vec4::AssignToAll(v1.screenpos.z); const Vec4 c0 = Vec4::FromRGBA(v1.color0); const Vec3 sec_color = Vec3::FromRGB(v1.color1) * (DoubleSecondaryColor(state) ? 2 : 1); if (state.pixelID.applyDepthRange) { // We can bail early since the Z is flat. if (v1.screenpos.z < state.pixelID.cached.minz || v1.screenpos.z > state.pixelID.cached.maxz) return; } #if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) // In stages, as triangle rows: every pixel takes its own q for the mip level (sameQ false), and the planes // already hold the through mode scale. if (state.drawSpan) { const bool clearMode = state.pixelID.clearMode; const bool textured = state.enableTextures && !clearMode; bool uvFast = false; Vec4S32 qRamp, sRamp, tRamp; if (textured && uvPlanes.valid && GEUVSpanSafe(uvPlanes.expQ, uvPlanes.expS, uvPlanes.expT)) { auto fits = [&](const DepthPlane &plane) { return PlaneFits32(plane, minX - SCREEN_SCALE_FACTOR * 4, maxX + SCREEN_SCALE_FACTOR * (STAGED_CHUNK + 4), minY, maxY + SCREEN_SCALE_FACTOR); }; uvFast = fits(uvPlanes.q) && fits(uvPlanes.s) && fits(uvPlanes.t); auto ramp = [](const DepthPlane &plane) { const int dx = (int)(plane.kx * SCREEN_SCALE_FACTOR); alignas(16) const int steps[4] = { 0, dx, 2 * dx, 3 * dx }; return Vec4S32::Load(steps); }; if (uvFast) { qRamp = ramp(uvPlanes.q); sRamp = ramp(uvPlanes.s); tRamp = ramp(uvPlanes.t); } } StagedSpans ctx{ &state, &uvPlanes, qRamp, sRamp, tRamp, autoGrad, false, !clearMode }; StagedSpansFunc drawStagedSpans = !textured ? &DrawStagedSpans : uvFast ? &DrawStagedSpans : &DrawStagedSpans; constexpr int CHUNK = STAGED_CHUNK; alignas(16) int maskBuf[CHUNK], zBuf[CHUNK], fogBuf[CHUNK]; alignas(16) int colorBuf[4][CHUNK]; alignas(16) int secBuf[3][CHUNK]; for (int k = 0; k < CHUNK; ++k) { zBuf[k] = z[0]; fogBuf[k] = fog[0]; for (int c = 0; c < 3; ++c) secBuf[c][k] = sec_color[c]; } const int width = maxX >= minX ? (maxX - minX) / SCREEN_SCALE_FACTOR + 1 : 0; for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR) { const DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY); ctx.y = p.y; for (int first = 0; first < width; first += CHUNK) { const int count = std::min(CHUNK, (width - first + 3) & ~3); const int chunkX = (p.x + first) & 0x3FF; for (int k = 0; k < count; ++k) { maskBuf[k] = first + k < width ? 0 : -1; // The spans write their colors in place. for (int c = 0; c < 4; ++c) colorBuf[c][k] = c0[c]; } if (state.pixelID.earlyZChecks) { for (int k = 0; k < count; k += 4) { Vec4 mask(maskBuf[k], maskBuf[k + 1], maskBuf[k + 2], maskBuf[k + 3]); mask = CheckDepthTestPassed4(mask, state.pixelID.DepthTestFunc(), (chunkX + k) & 0x3FF, p.y, state.pixelID.cached.depthbufStride, z); for (int i = 0; i < 4; ++i) maskBuf[k + i] = mask[i]; } } // Pixel centers are at 16k + 7 here, the GE's at 16k + 8. const int64_t cx = minX + 1 + (int64_t)first * SCREEN_SCALE_FACTOR, cy = curY + 1; int64_t qv = 0, sv = 0, tv = 0; if (uvPlanes.valid) { qv = uvPlanes.q.base + uvPlanes.q.kx * cx + uvPlanes.q.ky * cy; sv = uvPlanes.s.base + uvPlanes.s.kx * cx + uvPlanes.s.ky * cy; tv = uvPlanes.t.base + uvPlanes.t.kx * cx + uvPlanes.t.ky * cy; } drawStagedSpans(ctx, count, chunkX, qv, sv, tv, maskBuf, zBuf, fogBuf, colorBuf[0], secBuf[0]); } } return; } #endif #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = state.pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListR_%08x", state.listPC); std::string ztag = StringFromFormat("DisplayListRZ_%08x", state.listPC); #endif // Spans of four pixels in a row, as triangles. for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR) { DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY); // Negative past the right end. Vec4 scissor_mask = Vec4::AssignToAll(maxX - minX) - Vec4(0, SCREEN_SCALE_FACTOR, SCREEN_SCALE_FACTOR * 2, SCREEN_SCALE_FACTOR * 3); const Vec4 scissor_step = Vec4::AssignToAll(SCREEN_SCALE_FACTOR * 4); for (int64_t curX = minX; curX <= maxX; curX += SCREEN_SCALE_FACTOR * 4, scissor_mask -= scissor_step, p.x = (p.x + 4) & 0x3FF) { Vec4 mask = scissor_mask; // A channel at a time, as SpanFunc takes them. alignas(16) int prim_color[16]; for (int c = 0; c < 4; ++c) Vec4S32::Splat(c0[c]).Store(prim_color + c * 4); if (state.pixelID.earlyZChecks) { for (int i = 0; i < 4; ++i) { if (mask[i] < 0) continue; if (!CheckDepthTestPassed(state.pixelID.DepthTestFunc(), p.x + i, p.y, state.pixelID.cached.depthbufStride, z[i])) { mask[i] = -1; } } } if (state.enableTextures) { Vec4 s, t, q; // Pixel centers are at 16k + 7 here, the GE's at 16k + 8. A sprite always has planes, so the LOD // comes from their gradient and q. GetTextureCoordinatesGE(uvPlanes, curX + 1, curY + 1, s, t, q); ApplyTexturing(state, prim_color, 4, mask, s, t, q, 0.0f, 0.0f, false, autoGrad); } if (!state.pixelID.clearMode) { for (int c = 0; c < 3; ++c) (Vec4S32::Load(prim_color + c * 4) + Vec4S32::Splat(sec_color[c])).Store(prim_color + c * 4); } PROFILE_THIS_SCOPE("draw_rect_px"); #if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) if (state.drawSpan) { Vec4 fogs = fog, zs = z; state.drawSpan(p.x, p.y, mask.AsArray(), zs.AsArray(), fogs.AsArray(), prim_color, 4, state.pixelID); continue; } #endif DrawingCoords subp = p; for (int i = 0; i < 4; ++i) { if (mask[i] < 0) { continue; } subp.x = p.x + i; state.drawPixel(subp.x, subp.y, z[i], fog[i], ToVec4IntArg(LaneColor(prim_color, 4, i)), state.pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) uint32_t row = gstate.getFrameBufAddress() + subp.y * state.pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * bpp, bpp, tag.c_str(), tag.size()); if (state.pixelID.depthWrite) { row = gstate.getDepthBufAddress() + subp.y * state.pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } } } #if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) && defined(SOFTGPU_MEMORY_TAGGING_BASIC) for (int y = minY; y <= maxY; y += SCREEN_SCALE_FACTOR) { DrawingCoords p = TransformUnit::ScreenToDrawing(minX, y); DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX, y); uint32_t row = gstate.getFrameBufAddress() + p.y * state.pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, (pend.x - p.x) * bpp, tag.c_str(), tag.size()); if (state.pixelID.depthWrite) { row = gstate.getDepthBufAddress() + p.y * state.pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, (pend.x - p.x) * 2, ztag.c_str(), ztag.size()); } } #endif } void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerState &state) { ScreenCoords pos = v0.screenpos; Vec4 prim_color = Vec4::FromRGBA(v0.color0); auto &pixelID = state.pixelID; auto &samplerID = state.samplerID; DrawingCoords p = TransformUnit::ScreenToDrawing(pos); u16 z = pos.z; if (pixelID.earlyZChecks) { if (pixelID.applyDepthRange) { if (z < pixelID.cached.minz || z > pixelID.cached.maxz) return; } if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z)) { return; } } if (state.enableTextures) { float s = v0.texturecoords.s(); float t = v0.texturecoords.t(); if (state.throughMode) { s = GETruncateTexCoord(s) * (1.0f / (float)(1 << state.samplerID.width0Shift)); t = GETruncateTexCoord(t) * (1.0f / (float)(1 << state.samplerID.height0Shift)); } else { // The same planes as triangles, flat (gpu/probe exp64). const UVPlanes planes = ComputeUVPlanes(v0, v0, v0, state.textureProj); if (planes.valid) { Vec4 s4, t4, q4; GetTextureCoordinatesGE(planes, v0.screenpos.x, v0.screenpos.y, s4, t4, q4); s = s4[0]; t = t4[0]; } else if (state.textureProj) { GetTextureCoordinatesProj(v0, v0, 0.0f, s, t); } else { GetTextureCoordinates(v0, v0, 0.0f, s, t); } } int texLevel; int texLevelFrac; bool bilinear; CalculateSamplingParams(0.0f, 0.0f, 1.0f / v0.clipw, state, texLevel, texLevelFrac, bilinear); PROFILE_THIS_SCOPE("sampler"); prim_color = ApplyTexturingSingle(s, t, ToVec4IntArg(prim_color), texLevel, texLevelFrac, bilinear, state); } if (!pixelID.clearMode) { Vec3 sec_color = Vec3::FromRGB(v0.color1) * (DoubleSecondaryColor(state) ? 2 : 1); prim_color += Vec4(sec_color, 0); } u8 fog = 255; if (pixelID.applyFog) { fog = ClampFogDepth(v0.fogdepth); } PROFILE_THIS_SCOPE("draw_px"); state.drawPixel(p.x, p.y, z, fog, ToVec4IntArg(prim_color), pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListP_%08x", state.listPC); uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { std::string ztag = StringFromFormat("DisplayListPZ_%08x", state.listPC); row = gstate.getDepthBufAddress() + p.y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } void ClearRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) { int entireX1 = std::min(v0.screenpos.x, v1.screenpos.x); int entireY1 = std::min(v0.screenpos.y, v1.screenpos.y); int entireX2 = std::max(v0.screenpos.x, v1.screenpos.x) - 1; int entireY2 = std::max(v0.screenpos.y, v1.screenpos.y) - 1; int minX = std::max(entireX1 & ~(SCREEN_SCALE_FACTOR - 1), range.x1) | (SCREEN_SCALE_FACTOR / 2 - 1); int minY = std::max(entireY1 & ~(SCREEN_SCALE_FACTOR - 1), range.y1) | (SCREEN_SCALE_FACTOR / 2 - 1); int maxX = std::min(entireX2, range.x2); int maxY = std::min(entireY2, range.y2); // If TL x or y was after the half, we don't draw the pixel. if (minX < entireX1 - 1) minX += SCREEN_SCALE_FACTOR; if (minY < entireY1 - 1) minY += SCREEN_SCALE_FACTOR; const DrawingCoords pprime = TransformUnit::ScreenToDrawing(minX, minY); // Only include the end pixel when it's >= 0.5. const DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX - SCREEN_SCALE_FACTOR / 2, maxY - SCREEN_SCALE_FACTOR / 2); auto &pixelID = state.pixelID; auto &samplerID = state.samplerID; const int w = pend.x - pprime.x + 1; if (w <= 0) return; if (pixelID.DepthClear()) { const u16 z = v1.screenpos.z; const int stride = pixelID.cached.depthbufStride; // If both bytes of Z equal, we can just use memset directly which is faster. Depth is stored in runs of // 16 pixels, each 32 bytes aligned. if ((z & 0xFF) == (z >> 8)) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ) { const uint32_t offset = depthbuf.base + (uint32_t)(pprime.x + x + p.y * stride) * 2; const int n = std::min(w - x, 16 - (int)((offset >> 1) & 15)); memset(depthbuf.Get16Ptr(pprime.x + x, p.y, stride), z, n * 2); x += n; } } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { SetPixelDepth(p.x + x, p.y, pixelID.cached.depthbufStride, z); } } } #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) std::string tag = StringFromFormat("DisplayListXZ_%08x", state.listPC); for (int y = pprime.y; y <= pend.y; ++y) { uint32_t row = gstate.getDepthBufAddress() + y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + pprime.x * 2, w * 2, tag.c_str(), tag.size()); } #endif } // Note: this stays 0xFFFFFFFF if keeping color and alpha, even for 16-bit. u32 keepOldMask = 0xFFFFFFFF; if (pixelID.ColorClear() && pixelID.StencilClear()) { keepOldMask = 0; } else { switch (pixelID.FBFormat()) { case GE_FORMAT_565: if (pixelID.ColorClear()) keepOldMask = 0; break; case GE_FORMAT_5551: if (pixelID.ColorClear()) keepOldMask = 0xFFFF8000; else if (pixelID.StencilClear()) keepOldMask = 0xFFFF7FFF; break; case GE_FORMAT_4444: if (pixelID.ColorClear()) keepOldMask = 0xFFFFF000; else if (pixelID.StencilClear()) keepOldMask = 0xFFFF0FFF; break; case GE_FORMAT_8888: default: if (pixelID.ColorClear()) keepOldMask = 0xFF000000; else if (pixelID.StencilClear()) keepOldMask = 0x00FFFFFF; break; } } // The pixel write masks are respected in clear mode. if (pixelID.applyColorWriteMask) { keepOldMask |= pixelID.cached.colorWriteMask; } const u32 new_color = v1.color0; u16 new_color16; switch (pixelID.FBFormat()) { case GE_FORMAT_565: new_color16 = RGBA8888ToRGB565(new_color); break; case GE_FORMAT_5551: new_color16 = RGBA8888ToRGBA5551(new_color); break; case GE_FORMAT_4444: new_color16 = RGBA8888ToRGBA4444(new_color); break; case GE_FORMAT_8888: break; case GE_FORMAT_INVALID: case GE_FORMAT_DEPTH16: case GE_FORMAT_CLUT8: _dbg_assert_msg_(false, "Software: invalid framebuf format."); break; } if (keepOldMask == 0) { const int stride = pixelID.cached.framebufStride; if (pixelID.FBFormat() == GE_FORMAT_8888) { const bool canMemsetColor = (new_color & 0xFF) == (new_color >> 8) && (new_color & 0xFFFF) == (new_color >> 16); if (canMemsetColor) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { u32 *row = fb.Get32Ptr(p.x, p.y, stride); memset(row, new_color, w * 4); } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { fb.Set32(p.x + x, p.y, stride, new_color); } } } } else { const bool canMemsetColor = (new_color16 & 0xFF) == (new_color16 >> 8); if (canMemsetColor) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { u16 *row = fb.Get16Ptr(p.x, p.y, stride); memset(row, new_color16, w * 2); } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { fb.Set16(p.x + x, p.y, stride, new_color16); } } } } } else if (keepOldMask != 0xFFFFFFFF) { const int stride = pixelID.cached.framebufStride; if (pixelID.FBFormat() == GE_FORMAT_8888) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { const u32 old_color = fb.Get32(p.x + x, p.y, stride); const u32 c = (old_color & keepOldMask) | (new_color & ~keepOldMask); fb.Set32(p.x + x, p.y, stride, c); } } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { const u16 old_color = fb.Get16(p.x + x, p.y, stride); const u16 c = (old_color & keepOldMask) | (new_color16 & ~keepOldMask); fb.Set16(p.x + x, p.y, stride, c); } } } } #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) if (keepOldMask != 0xFFFFFFFF) { uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListX_%08x", state.listPC); for (int y = pprime.y; y < pend.y; ++y) { uint32_t row = gstate.getFrameBufAddress() + y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + pprime.x * bpp, w * bpp, tag.c_str(), tag.size()); } } #endif } // Which pixels a line lights, as the GE does it (gpu/probe exp72: one pixel of 320 random lines differs, // a y-major line starting on a top corner): diamond exit. A pixel is lit when the line // passes through the inside of its diamond |x - cx| + |y - cy| < 1/2 and doesn't end inside it (see // InLineDiamond for points exactly on the edge). In 1/16 pixel units, exact. struct LinePixel { int x, y; float t; // where the pixel's center falls along the line, 0 to 1 }; // A point on a diamond's edge counts as inside on the top corner and the edges either side of it, for // x-major lines; not on the left or right corner (gpu/probe exp149). Y-major lines swap x and y: the left // corner and its edges. static bool LineDiamondEdgeInside(int64_t dx, int64_t dy, bool yMajor) { if (yMajor) std::swap(dx, dy); return dy < 0; } static bool InLineDiamond(int64_t cx, int64_t cy, int64_t x, int64_t y, bool yMajor) { const int64_t dx = x - cx, dy = y - cy; const int64_t d = std::abs(dx) + std::abs(dy); if (d != SCREEN_SCALE_FACTOR / 2) return d < SCREEN_SCALE_FACTOR / 2; return LineDiamondEdgeInside(dx, dy, yMajor); } // Whether the line reaches the diamond's inside, or touches its boundary where InLineDiamond counts it // as inside (a horizontal line along the top corners of a row, for example). static bool LineCrossesDiamond(int64_t cx, int64_t cy, int64_t x0, int64_t y0, int64_t x1, int64_t y1, bool yMajor) { // Clip t in [0, 1] against the four half-planes sx (x - cx) + sy (y - cy) <= 8, as fractions lo..hi, // noting whether any of them is only met with equality. int64_t loN = 0, loD = 1, hiN = 1, hiD = 1; static const int signs[4][2] = { { 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 } }; for (const auto &s : signs) { const int64_t a = s[0] * (x1 - x0) + s[1] * (y1 - y0); const int64_t b = SCREEN_SCALE_FACTOR / 2 - (s[0] * (x0 - cx) + s[1] * (y0 - cy)); if (a == 0) { if (b < 0) return false; } else if (a > 0) { if (b * hiD < hiN * a) { hiN = b; hiD = a; } } else if ((-b) * loD > loN * (-a)) { loN = -b; loD = -a; } } if (loN * hiD > hiN * loD) return false; // Classify the middle of the overlap: inside, or a boundary point that counts. const int64_t tn = loN * hiD + hiN * loD, td = 2 * loD * hiD; const int64_t dxN = (x0 - cx) * td + (x1 - x0) * tn; const int64_t dyN = (y0 - cy) * td + (y1 - y0) * tn; const int64_t dN = std::abs(dxN) + std::abs(dyN); if (dN < (SCREEN_SCALE_FACTOR / 2) * td) return true; return LineDiamondEdgeInside(dxN, dyN, yMajor); } static void LinePixels(int64_t x0, int64_t y0, int64_t x1, int64_t y1, std::vector &out) { out.clear(); if (x0 == x1 && y0 == y1) return; // A diagonal line (|dx| == |dy|) is y-major (gpu/probe exp137). const bool xMajor = std::abs(x1 - x0) > std::abs(y1 - y0); const int64_t a0 = xMajor ? x0 : y0, a1 = xMajor ? x1 : y1; const int64_t b0 = xMajor ? y0 : x0, b1 = xMajor ? y1 : x1; const int dir = a1 >= a0 ? 1 : -1; const int bdir = b1 >= b0 ? 1 : -1; const int64_t first = (a0 / SCREEN_SCALE_FACTOR) - dir, last = (a1 / SCREEN_SCALE_FACTOR) + dir; for (int64_t c = first; c != last + dir; c += dir) { const int64_t ac = c * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; // The minor coordinate at this column's center, floored to a pixel. const int64_t num = b0 * (a1 - a0) + (ac - a0) * (b1 - b0); const int64_t den = a1 - a0; int64_t bc = num / den; if ((num % den != 0) && ((num < 0) != (den < 0))) bc--; const int64_t r = bc >= 0 ? bc / SCREEN_SCALE_FACTOR : -((-bc + SCREEN_SCALE_FACTOR - 1) / SCREEN_SCALE_FACTOR); for (int k = -1; k <= 1; ++k) { const int64_t rr = r + k * bdir; const int64_t px = xMajor ? c : rr, py = xMajor ? rr : c; const int64_t cx = px * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; const int64_t cy = py * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; if (InLineDiamond(cx, cy, x1, y1, !xMajor)) continue; if (InLineDiamond(cx, cy, x0, y0, !xMajor) || LineCrossesDiamond(cx, cy, x0, y0, x1, y1, !xMajor)) { const float t = std::clamp((float)(ac - a0) / (float)(a1 - a0), 0.0f, 1.0f); out.push_back({ (int)px, (int)py, t }); } } } } // Gouraud color along a line (gpu/probe exp137, exact): the gradient along the major axis comes from the // setup reciprocal like a triangle plane's, with 14 fraction bits per subpixel and floored, and a pixel's value // is the start color plus the gradient times the signed distance of its center from v0 along the line's // direction, floored. static int64_t LineFixedAt(int64_t c0, int64_t c1, int64_t x0, int64_t y0, int64_t x1, int64_t y1, int px, int py) { const bool xMajor = std::abs(x1 - x0) > std::abs(y1 - y0); const int64_t a0 = xMajor ? x0 : y0, a1 = xMajor ? x1 : y1; const int64_t ac = (int64_t)(xMajor ? px : py) * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; if (a1 == a0) return c1; int e; const int64_t q = GESetupRecip((uint64_t)std::abs(a1 - a0), &e); const int64_t k = ((c1 - c0) * q) >> (e + 2); const int64_t walk = a1 > a0 ? ac - a0 : a0 - ac; return ((c0 << 14) + k * walk) >> 14; } static int LineValueAt(int c0, int c1, int64_t x0, int64_t y0, int64_t x1, int64_t y1, int px, int py, int maxValue) { return (int)std::clamp(LineFixedAt(c0, c1, x0, y0, x1, y1, px, py), 0, maxValue); } // Texture coordinates along a transform-mode line: s, t and q as for a triangle's planes (15-bit at the // two vertices' largest exponent), along the line like its color, then u = s / q with the GE's reciprocal // (gpu/texmtx/prims: a pixel just inside a line's end samples v just below 1, not the end vertex's 1.0). struct LineUV { // Each component at the two ends, as integers at the shared shift. int64_t s[2], t[2], q[2]; // 2^-shift, as in UVPlanes. double scaleS, scaleT, scaleQ; bool valid; }; static int SharedShift2(const double v[2]) { const double v3[3] = { v[0], v[1], 0.0 }; return SharedShift(v3); } static LineUV ComputeLineUV(const VertexData &v0, const VertexData &v1, bool textureProj) { LineUV uv{}; double s[2], t[2], q[2]; const VertexData *v[2] = { &v0, &v1 }; for (int i = 0; i < 2; ++i) { const float w24 = TruncateToFloat24(v[i]->clipw); if (!(w24 > 0.0f) || !std::isfinite(w24)) return uv; const double r = GERecip(w24); q[i] = textureProj ? ProductToFloat24((double)TruncateToFloat24(v[i]->texturecoords.q()) * r) : r; s[i] = ProductToFloat24((double)TruncateToFloat24(v[i]->texturecoords.s()) * r); t[i] = ProductToFloat24((double)TruncateToFloat24(v[i]->texturecoords.t()) * r); } auto fixed = [](const double c[2], int64_t out[2], double *scale) { const int shift = SharedShift2(c); out[0] = (int64_t)std::ldexp(c[0], shift); out[1] = (int64_t)std::ldexp(c[1], shift); *scale = std::ldexp(1.0, -shift); }; fixed(s, uv.s, &uv.scaleS); fixed(t, uv.t, &uv.scaleT); fixed(q, uv.q, &uv.scaleQ); uv.valid = true; return uv; } static float LineUVComponentAt(const int64_t c[2], double scale, const VertexData &v0, const VertexData &v1, int px, int py) { const int64_t value = LineFixedAt(c[0], c[1], v0.screenpos.x, v0.screenpos.y, v1.screenpos.x, v1.screenpos.y, px, py); return TruncateToFloat24((float)((double)value * scale)); } static void LineTextureCoordinatesAt(const LineUV &uv, const VertexData &v0, const VertexData &v1, int px, int py, float &s, float &t, float &q) { q = LineUVComponentAt(uv.q, uv.scaleQ, v0, v1, px, py); if (!(q > 0.0f)) { s = 0.0f; t = 0.0f; return; } const double r = GERecip(q); s = GEUVProduct((double)LineUVComponentAt(uv.s, uv.scaleS, v0, v1, px, py) * r); t = GEUVProduct((double)LineUVComponentAt(uv.t, uv.scaleT, v0, v1, px, py) * r); } static int LineColorAt(int c0, int c1, int64_t x0, int64_t y0, int64_t x1, int64_t y1, int px, int py) { return LineValueAt(c0, c1, x0, y0, x1, y1, px, py, 255); } void DrawLine(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) { // TODO: Use a proper line drawing algorithm that handles fractional endpoints correctly. Vec3 a(v0.screenpos.x, v0.screenpos.y, v0.screenpos.z); Vec3 b(v1.screenpos.x, v1.screenpos.y, v1.screenpos.z); int dx = b.x - a.x; int dy = b.y - a.y; int dz = b.z - a.z; int steps; if (abs(dx) < abs(dy)) steps = abs(dy) / SCREEN_SCALE_FACTOR; else steps = abs(dx) / SCREEN_SCALE_FACTOR; // Avoid going too far since we typically don't start at the pixel center. if (dx < 0 && dx >= -SCREEN_SCALE_FACTOR) dx++; if (dy < 0 && dy >= -SCREEN_SCALE_FACTOR) dy++; double xinc = (double)dx / steps; double yinc = (double)dy / steps; auto &pixelID = state.pixelID; auto &samplerID = state.samplerID; const bool interpolateColor = state.shadeGouraud && !(v0.color0 == v1.color0 && v0.color1 == v1.color1); const Vec4 v0_c0 = Vec4::FromRGBA(v0.color0); const Vec4 v1_c0 = Vec4::FromRGBA(v1.color0); const Vec3 v0_c1 = Vec3::FromRGB(v0.color1); const Vec3 v1_c1 = Vec3::FromRGB(v1.color1); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) std::string tag = StringFromFormat("DisplayListL_%08x", state.listPC); std::string ztag = StringFromFormat("DisplayListLZ_%08x", state.listPC); #endif const int steps1 = steps == 0 ? 1 : steps; const LineUV lineUV = state.enableTextures && !state.throughMode ? ComputeLineUV(v0, v1, state.textureProj) : LineUV{}; static thread_local std::vector pixels; LinePixels(a.x, a.y, b.x, b.y, pixels); for (const LinePixel &lp : pixels) { const int i = std::clamp((int)lroundf(lp.t * steps), 0, steps); const double x = lp.x * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; const double y = lp.y * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2; // Depth the same way as Gouraud color, so an endpoint's pixel extrapolates to its center (Coded Arms' // short lines passed a GEQUAL test there). const int z = LineValueAt(a.z, b.z, a.x, a.y, b.x, b.y, lp.x, lp.y, 65535); DrawingCoords p = TransformUnit::ScreenToDrawing(x, y); bool maskOK = x >= range.x1 && y >= range.y1 && x <= range.x2 && y <= range.y2; if (maskOK) { if (pixelID.earlyZChecks) { if (pixelID.applyDepthRange) { if (z < pixelID.cached.minz || z > pixelID.cached.maxz) maskOK = false; } if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z)) { maskOK = false; } } } if (maskOK) { // Interpolate between the two points. Vec4 prim_color; Vec3 sec_color; if (interpolateColor) { for (int c = 0; c < 4; ++c) { prim_color[c] = LineColorAt(v0_c0[c], v1_c0[c], a.x, a.y, b.x, b.y, lp.x, lp.y); if (c < 3) sec_color[c] = LineColorAt(v0_c1[c], v1_c1[c], a.x, a.y, b.x, b.y, lp.x, lp.y); } } else { prim_color = v1_c0; sec_color = v1_c1; } u8 fog = 255; if (pixelID.applyFog) { // steps1, so a line shorter than a pixel keeps v0's fog rather than none (SOCOM's radar). fog = ClampFogDepth((v0.fogdepth * (float)(steps1 - i) + v1.fogdepth * (float)i) / steps1); } if (state.antialiasLines) { // TODO: Clearmode? prim_color.a() = GELineCoverageAlpha(a.x, a.y, b.x, b.y, lp.x, lp.y); } if (state.enableTextures) { float s, s1; float t, t1; if (state.throughMode) { Vec2 tc = (v0.texturecoords.uv() * (float)(steps1 - i) + v1.texturecoords.uv() * (float)i) / steps1; Vec2 tc1 = (v0.texturecoords.uv() * (float)(steps1 - i - 1) + v1.texturecoords.uv() * (float)(i + 1)) / steps1; s = tc.s() * (1.0f / (float)(1 << state.samplerID.width0Shift)); s1 = tc1.s() * (1.0f / (float)(1 << state.samplerID.width0Shift)); t = tc.t() * (1.0f / (float)(1 << state.samplerID.height0Shift)); t1 = tc1.t() * (1.0f / (float)(1 << state.samplerID.height0Shift)); } else if (lineUV.valid) { float q, q1; LineTextureCoordinatesAt(lineUV, v0, v1, lp.x, lp.y, s, t, q); // The next pixel along the major axis, for the derivatives below. const bool xMajor = std::abs(dx) > std::abs(dy); const int stepX = xMajor ? (dx >= 0 ? 1 : -1) : 0, stepY = xMajor ? 0 : (dy >= 0 ? 1 : -1); LineTextureCoordinatesAt(lineUV, v0, v1, lp.x + stepX, lp.y + stepY, s1, t1, q1); } else if (state.textureProj) { GetTextureCoordinatesProj(v0, v1, (float)(steps1 - i) / steps1, s, t); GetTextureCoordinatesProj(v0, v1, (float)(steps1 - i - 1) / steps1, s1, t1); } else { // Texture coordinate interpolation must definitely be perspective-correct. GetTextureCoordinates(v0, v1, (float)(steps1 - i) / steps1, s, t); GetTextureCoordinates(v0, v1, (float)(steps1 - i - 1) / steps1, s1, t1); } // If inc is 0, force the delta to zero. float ds = xinc == 0.0 ? 0.0f : (s1 - s) * (float)SCREEN_SCALE_FACTOR * (1.0f / xinc); float dt = yinc == 0.0 ? 0.0f : (t1 - t) * (float)SCREEN_SCALE_FACTOR * (1.0f / yinc); float w = (v0.clipw * (float)(steps - i) + v1.clipw * (float)i) / steps1; int texLevel; int texLevelFrac; bool texBilinear; CalculateSamplingParams(ds, dt, 1.0f / w, state, texLevel, texLevelFrac, texBilinear); if (state.antialiasLines) { // TODO: This is a naive and wrong implementation. DrawingCoords p0 = TransformUnit::ScreenToDrawing(x, y); s = ((float)p0.x + xinc / 32.0f) / 512.0f; t = ((float)p0.y + yinc / 32.0f) / 512.0f; texBilinear = true; } PROFILE_THIS_SCOPE("sampler"); prim_color = ApplyTexturingSingle(s, t, ToVec4IntArg(prim_color), texLevel, texLevelFrac, texBilinear, state); } if (!pixelID.clearMode) prim_color += Vec4(sec_color, 0); PROFILE_THIS_SCOPE("draw_px"); state.drawPixel(p.x, p.y, z, fog, ToVec4IntArg(prim_color), pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { uint32_t row = gstate.getDepthBufAddress() + y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } } } bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) { if (!gstate.isTextureMapEnabled()) { return false; } GETextureFormat texfmt = gstate.getTextureFormat(); u32 texaddr = gstate.getTextureAddress(level); u32 texbufw = GetTextureBufw(level, texaddr, texfmt); int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); u32 sizeInBits = textureBitsPerPixel[texfmt] * (texbufw * (h - 1) + w); if (!texaddr || !Memory::IsValidRange(texaddr, sizeInBits / 8)) return false; // We'll break trying to allocate this much. if (w >= 0x8000 && h >= 0x8000) return false; buffer.Allocate(w, h, GE_FORMAT_8888, false); SamplerID id; ComputeSamplerID(&id); id.cached.clut = clut; // Slight annoyance, we may have to force a compile. Sampler::FetchFunc sampler = Sampler::GetFetchFunc(id, nullptr); if (!sampler) { Sampler::FlushJit(); sampler = Sampler::GetFetchFunc(id, nullptr); if (!sampler) return false; } u8 *texptr = Memory::GetPointerWriteOrException(texaddr); u32 *row = (u32 *)buffer.GetData(); for (int y = 0; y < h; ++y) { for (int x = 0; x < w; ++x) { row[x] = Vec4(sampler(x, y, texptr, texbufw, level, id)).ToRGBA(); } row += w; } return true; } } // namespace