mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-14 15:00:30 +02:00
Each row's covered pixels now come from the three edges directly, as a range from 64-bit integer bounds at the pixel centers, and only the spans in it are visited, with lane masks from the range. The edge functions per span (32-bit, with a coarse row narrowing) are gone. The mip level's q comes from the row's covered range instead of edge tests per pixel. A tall triangle's long edge, which the GE checks at the other end of a span for its first or last pixel, is still checked per pixel. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2402 lines
95 KiB
C++
2402 lines
95 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <algorithm>
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#include <climits>
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#include <cmath>
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#include "Common/Common.h"
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#include "Common/CPUDetect.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "Core/Debugger/MemBlockInfo.h"
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#include "Core/MemMap.h"
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#include "Core/Util/PPGeDraw.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Software/BinManager.h"
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#include "GPU/Software/DrawPixel.h"
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#include "GPU/Software/GEMath.h"
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#include "GPU/Software/Rasterizer.h"
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#include "GPU/Software/Sampler.h"
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#include "GPU/Software/SoftGpu.h"
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#include "GPU/Software/TransformUnit.h"
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#include "Common/Math/SIMDHeaders.h"
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// For the SSE4 stuff
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#if PPSSPP_ARCH(SSE2)
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#include <smmintrin.h>
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#endif
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namespace Rasterizer {
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// Only OK on x64 where our stack is aligned
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#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
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static inline __m128 InterpolateF(const __m128 &c0, const __m128 &c1, const __m128 &c2, int w0, int w1, int w2, float wsum) {
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__m128 v = _mm_mul_ps(c0, _mm_cvtepi32_ps(_mm_set1_epi32(w0)));
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v = _mm_add_ps(v, _mm_mul_ps(c1, _mm_cvtepi32_ps(_mm_set1_epi32(w1))));
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v = _mm_add_ps(v, _mm_mul_ps(c2, _mm_cvtepi32_ps(_mm_set1_epi32(w2))));
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return _mm_mul_ps(v, _mm_set_ps1(wsum));
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}
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static inline __m128i InterpolateI(const __m128i &c0, const __m128i &c1, const __m128i &c2, int w0, int w1, int w2, float wsum) {
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return _mm_cvtps_epi32(InterpolateF(_mm_cvtepi32_ps(c0), _mm_cvtepi32_ps(c1), _mm_cvtepi32_ps(c2), w0, w1, w2, wsum));
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}
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#elif PPSSPP_ARCH(ARM64_NEON)
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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) {
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float32x4_t v = vmulq_f32(c0, vcvtq_f32_s32(vdupq_n_s32(w0)));
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v = vaddq_f32(v, vmulq_f32(c1, vcvtq_f32_s32(vdupq_n_s32(w1))));
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v = vaddq_f32(v, vmulq_f32(c2, vcvtq_f32_s32(vdupq_n_s32(w2))));
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return vmulq_f32(v, vdupq_n_f32(wsum));
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}
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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) {
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return vcvtq_s32_f32(InterpolateF(vcvtq_f32_s32(c0), vcvtq_f32_s32(c1), vcvtq_f32_s32(c2), w0, w1, w2, wsum));
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}
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#endif
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// NOTE: When not casting color0 and color1 to float vectors, this code suffers from severe overflow issues.
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// Not sure if that should be regarded as a bug or if casting to float is a valid fix.
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static inline Vec4<int> Interpolate(const Vec4<int> &c0, const Vec4<int> &c1, const Vec4<int> &c2, int w0, int w1, int w2, float wsum) {
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#if (defined(_M_SSE) || PPSSPP_ARCH(ARM64_NEON)) && !PPSSPP_ARCH(X86)
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return Vec4<int>(InterpolateI(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum));
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#else
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return ((c0.Cast<float>() * w0 + c1.Cast<float>() * w1 + c2.Cast<float>() * w2) * wsum).Cast<int>();
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#endif
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}
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static inline Vec3<int> Interpolate(const Vec3<int> &c0, const Vec3<int> &c1, const Vec3<int> &c2, int w0, int w1, int w2, float wsum) {
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#if (defined(_M_SSE) || PPSSPP_ARCH(ARM64_NEON)) && !PPSSPP_ARCH(X86)
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return Vec3<int>(InterpolateI(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum));
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#else
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return ((c0.Cast<float>() * w0 + c1.Cast<float>() * w1 + c2.Cast<float>() * w2) * wsum).Cast<int>();
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#endif
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}
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static inline Vec4<float> Interpolate(const float &c0, const float &c1, const float &c2, const Vec4<float> &w0, const Vec4<float> &w1, const Vec4<float> &w2, const Vec4<float> &wsum_recip) {
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#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
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__m128 v = _mm_mul_ps(w0.vec, _mm_set1_ps(c0));
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v = _mm_add_ps(v, _mm_mul_ps(w1.vec, _mm_set1_ps(c1)));
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v = _mm_add_ps(v, _mm_mul_ps(w2.vec, _mm_set1_ps(c2)));
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return _mm_mul_ps(v, wsum_recip.vec);
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#elif PPSSPP_ARCH(ARM64_NEON)
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float32x4_t v = vmulq_f32(w0.vec, vdupq_n_f32(c0));
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v = vaddq_f32(v, vmulq_f32(w1.vec, vdupq_n_f32(c1)));
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v = vaddq_f32(v, vmulq_f32(w2.vec, vdupq_n_f32(c2)));
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return vmulq_f32(v, wsum_recip.vec);
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#else
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return (w0 * c0 + w1 * c1 + w2 * c2) * wsum_recip;
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#endif
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}
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static inline Vec4<float> Interpolate(const float &c0, const float &c1, const float &c2, const Vec4<int> &w0, const Vec4<int> &w1, const Vec4<int> &w2, const Vec4<float> &wsum_recip) {
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return Interpolate(c0, c1, c2, w0.Cast<float>(), w1.Cast<float>(), w2.Cast<float>(), wsum_recip);
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}
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void ComputeRasterizerState(RasterizerState *state, BinManager *binner) {
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ComputePixelFuncID(&state->pixelID);
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state->drawPixel = Rasterizer::GetSingleFunc(state->pixelID, binner);
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state->enableTextures = gstate.isTextureMapEnabled() && !state->pixelID.clearMode;
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if (state->enableTextures) {
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ComputeSamplerID(&state->samplerID);
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state->linear = Sampler::GetLinearFunc(state->samplerID, binner);
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state->nearest = Sampler::GetNearestFunc(state->samplerID, binner);
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// Since the definitions are the same, just force this setting using the func pointer.
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if (g_Config.iTexFiltering == TEX_FILTER_FORCE_LINEAR) {
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state->nearest = state->linear;
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} else if (g_Config.iTexFiltering == TEX_FILTER_FORCE_NEAREST) {
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state->linear = state->nearest;
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}
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state->linearQuad = Sampler::GetLinearQuadFunc(state->samplerID, state->linear);
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state->maxTexLevel = state->samplerID.hasAnyMips ? gstate.getTextureMaxLevel() : 0;
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GETextureFormat texfmt = state->samplerID.TexFmt();
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for (uint8_t i = 0; i <= state->maxTexLevel; i++) {
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u32 texaddr = gstate.getTextureAddress(i);
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state->texaddr[i] = texaddr;
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state->texbufw[i] = (uint16_t)GetTextureBufw(i, texaddr, texfmt);
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if (Memory::IsValidTextureAddress(texaddr)) {
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u32 offset;
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if (IsPPGEAtlasFakeAddress(texaddr, &offset)) {
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state->texptr[i] = PPGeAtlasGetData() + offset;
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} else {
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state->texptr[i] = Memory::GetPointerUnchecked(texaddr);
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}
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} else {
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state->texptr[i] = nullptr;
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}
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}
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state->textureLodSlope = gstate.getTextureLodSlope();
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state->texLevelMode = gstate.getTexLevelMode();
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state->texLevelOffset = (int8_t)gstate.getTexLevelOffset16();
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state->mipFilt = gstate.isMipmapFilteringEnabled();
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state->minFilt = gstate.isMinifyFilteringEnabled();
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state->magFilt = gstate.isMagnifyFilteringEnabled();
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state->textureProj = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
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if (state->textureProj) {
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// We may be able to optimize this off. This is actually kinda common.
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const bool qZeroST = gstate.tgenMatrix[2] == 0.0f && gstate.tgenMatrix[5] == 0.0f;
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const bool qZeroQ = gstate.tgenMatrix[8] == 0.0f;
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// Two common cases: the source q factor is zero, OR source is UV.
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const bool qFactorZero = gstate.getUVProjMode() == GE_PROJMAP_UV;
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if (qZeroST && (qZeroQ || qFactorZero) && gstate.tgenMatrix[11] == 1.0f) {
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state->textureProj = false;
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}
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}
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}
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state->shadeGouraud = !gstate.isModeClear() && gstate.getShadeMode() == GE_SHADE_GOURAUD;
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state->throughMode = gstate.isModeThrough();
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state->antialiasLines = gstate.isAntiAliasEnabled();
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#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
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DisplayList currentList{};
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if (gpu)
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gpu->GetCurrentDisplayList(currentList);
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state->listPC = currentList.pc;
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#endif
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}
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static inline void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, bool useColor) {
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if (useColor) {
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if ((v0.color0 & 0x00FFFFFF) != 0x00FFFFFF)
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state->flags |= RasterizerStateFlags::VERTEX_NON_FULL_WHITE;
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uint8_t alpha = v0.color0 >> 24;
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if (alpha != 0)
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state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO;
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if (alpha != 0xFF)
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state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_FULL;
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}
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if (!(v0.fogdepth >= 255.0f / 256.0f))
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state->flags |= RasterizerStateFlags::VERTEX_HAS_FOG;
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}
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void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0) {
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CalculateRasterStateFlags(state, v0, true);
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}
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void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, bool forceFlat) {
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CalculateRasterStateFlags(state, v0, !forceFlat && state->shadeGouraud);
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CalculateRasterStateFlags(state, v1, true);
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// Antialiased lines replace the alpha with their coverage (DrawLine), anywhere from 0 to 128.
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if (state->antialiasLines && !forceFlat)
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state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_FULL;
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}
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void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, const VertexData &v2) {
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CalculateRasterStateFlags(state, v0, state->shadeGouraud);
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CalculateRasterStateFlags(state, v1, state->shadeGouraud);
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CalculateRasterStateFlags(state, v2, true);
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}
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static inline int OptimizePixelIDFlags(const RasterizerStateFlags &flags) {
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return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_PIXELID;
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}
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static inline int OptimizeSamplerIDFlags(const RasterizerStateFlags &flags) {
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return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_SAMPLERID;
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}
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static inline int OptimizeAllFlags(const RasterizerStateFlags &flags) {
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return OptimizePixelIDFlags(flags) | OptimizeSamplerIDFlags(flags);
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}
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static inline RasterizerStateFlags ClearFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &mask) {
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int clearBits = (int)flags & (int)mask;
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return (RasterizerStateFlags)((int)flags & ~clearBits);
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}
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static inline RasterizerStateFlags ReplacePixelIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) {
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RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_PIXELID);
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return updated | (RasterizerStateFlags)OptimizePixelIDFlags(replace);
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}
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static inline RasterizerStateFlags ReplaceSamplerIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) {
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RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_SAMPLERID);
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return updated | (RasterizerStateFlags)OptimizeSamplerIDFlags(replace);
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}
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static bool CheckClutAlphaFull(RasterizerState *state) {
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// We only need to check it once.
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if (state->flags & RasterizerStateFlags::CLUT_ALPHA_CHECKED)
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return !(state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_FULL);
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// For now, let's keep things simple.
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const SamplerID &samplerID = state->samplerID;
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if (samplerID.hasClutOffset || !samplerID.useSharedClut)
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return false;
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uint32_t count = samplerID.TexFmt() == GE_TFMT_CLUT4 ? 16 : 256;
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if (samplerID.hasClutMask)
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count = std::min(count, ((samplerID.cached.clutFormat >> 8) & 0xFF) + 1);
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u32 alphaSum = 0xFFFFFFFF;
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if (samplerID.ClutFmt() == GE_CMODE_32BIT_ABGR8888) {
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CheckMask32((const uint32_t *)samplerID.cached.clut, count, &alphaSum);
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} else {
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CheckMask16((const uint16_t *)samplerID.cached.clut, count, &alphaSum);
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}
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bool onlyFull = true;
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// alphaSum ANDs every entry: alpha bits all entries share mean no entry has zero alpha.
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u32 alphaBits = 1;
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switch (samplerID.ClutFmt()) {
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case GE_CMODE_16BIT_BGR5650:
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break;
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case GE_CMODE_16BIT_ABGR5551:
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alphaBits = alphaSum & 0x8000;
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onlyFull = alphaBits != 0;
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break;
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case GE_CMODE_16BIT_ABGR4444:
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alphaBits = alphaSum & 0xF000;
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onlyFull = alphaBits == 0xF000;
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break;
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case GE_CMODE_32BIT_ABGR8888:
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alphaBits = alphaSum & 0xFF000000;
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onlyFull = alphaBits == 0xFF000000;
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break;
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}
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// Only the alpha bits count: a palette of white with alphas 0, 0x10, ... shares all its RGB bits but
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// still contains zero (Ace Combat's subtitle glyphs).
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if (alphaBits != 0)
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state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_ZERO;
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if (!onlyFull)
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state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_FULL;
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state->flags |= RasterizerStateFlags::CLUT_ALPHA_CHECKED;
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return onlyFull;
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}
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static RasterizerStateFlags DetectStateOptimizations(RasterizerState *state) {
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// Note: all optimizations must be undoable.
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RasterizerStateFlags optimize = RasterizerStateFlags::NONE;
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auto &pixelID = state->pixelID;
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auto &samplerID = state->samplerID;
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bool alphaZero = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO);
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bool alphaFull = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_FULL);
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bool needTextureAlpha = state->enableTextures && samplerID.useTextureAlpha;
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if (!pixelID.clearMode) {
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auto &cached = pixelID.cached;
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bool alphaBlend = pixelID.alphaBlend || (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_OFF);
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if (needTextureAlpha && alphaBlend && alphaFull) {
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bool usesClut = (samplerID.texfmt & 4) != 0;
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if (usesClut && CheckClutAlphaFull(state))
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needTextureAlpha = false;
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}
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if (alphaBlend && !needTextureAlpha) {
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PixelBlendFactor src = pixelID.AlphaBlendSrc();
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PixelBlendFactor dst = pixelID.AlphaBlendDst();
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if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
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src = PixelBlendFactor::SRCALPHA;
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if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
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dst = PixelBlendFactor::INVSRCALPHA;
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// Okay, we may be able to convert this to a fixed value.
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if (alphaZero || alphaFull) {
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// If it was already set and we still can, set it again.
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if (src == PixelBlendFactor::SRCALPHA)
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optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_SRC;
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if (dst == PixelBlendFactor::INVSRCALPHA)
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optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_DST;
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}
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if (alphaFull && (src == PixelBlendFactor::SRCALPHA || src == PixelBlendFactor::ONE) && (dst == PixelBlendFactor::INVSRCALPHA || dst == PixelBlendFactor::ZERO)) {
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optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_OFF;
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}
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}
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if (alphaBlend && (needTextureAlpha || !alphaFull)) {
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// Okay, we're blending, and we need to. Are we alpha testing?
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GEComparison alphaTestFunc = pixelID.AlphaTestFunc();
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if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE)
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alphaTestFunc = GE_COMP_NOTEQUAL;
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if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT)
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alphaTestFunc = GE_COMP_GREATER;
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if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON)
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alphaTestFunc = GE_COMP_ALWAYS;
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PixelBlendFactor src = pixelID.AlphaBlendSrc();
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PixelBlendFactor dst = pixelID.AlphaBlendDst();
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if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
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src = PixelBlendFactor::SRCALPHA;
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if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
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dst = PixelBlendFactor::INVSRCALPHA;
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if (alphaTestFunc == GE_COMP_ALWAYS && src == PixelBlendFactor::SRCALPHA && dst == PixelBlendFactor::INVSRCALPHA) {
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bool usesClut = (samplerID.texfmt & 4) != 0;
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bool couldHaveZeroTexAlpha = true;
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if (usesClut && CheckClutAlphaFull(state))
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couldHaveZeroTexAlpha = false;
|
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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;
|
|
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<int> &w0, const Vec4<int> &w1, const Vec4<int> &w2, const Vec4<float> &wsum_recip, Vec4<float> &s, Vec4<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 q2 = 1.f / v2.clipw;
|
|
Vec4<float> wq0 = w0.Cast<float>() * q0;
|
|
Vec4<float> wq1 = w1.Cast<float>() * q1;
|
|
Vec4<float> wq2 = w2.Cast<float>() * q2;
|
|
|
|
Vec4<float> 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<int> &w0, const Vec4<int> &w1, const Vec4<int> &w2, const Vec4<float> &wsum_recip, Vec4<float> &s, Vec4<float> &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<float> wq0 = w0.Cast<float>() * q0;
|
|
Vec4<float> wq1 = w1.Cast<float>() * q1;
|
|
Vec4<float> wq2 = w2.Cast<float>() * q2;
|
|
|
|
// Here, Interpolate() is a bit suboptimal, since
|
|
// there's no need to multiply by 1.0f.
|
|
Vec4<float> q_recip = Interpolate(v0.texturecoords.q(), v1.texturecoords.q(), v2.texturecoords.q(), wq0, wq1, wq2, Vec4<float>::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<int>& vertex, const Vec2<int>& line1, const Vec2<int>& 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<const u8 **>(&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.
|
|
static inline void ApplyTexturing(const RasterizerState &state, Vec4<int> *prim_color, const Vec4<int> &mask, const Vec4<float> &s, const Vec4<float> &t, const Vec4<float> &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, prim_color, 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);
|
|
prim_color[i] = ApplyTexturing(s[i], t[i], ToVec4IntArg(prim_color[i]), level, levelFrac, bilinear, state);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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<int> SOFTRAST_CALL CheckDepthTestPassed4(const Vec4<int> &mask, GEComparison func, int x, int y, int stride, Vec4<int> 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<int> result = mask;
|
|
if (mask.x < 0 && mask.y < 0 && mask.z < 0 && mask.w < 0)
|
|
return result;
|
|
#endif
|
|
|
|
// Read in the existing depth values.
|
|
#if defined(_M_SSE)
|
|
const u64 depth4 = ReadDepth4(x, y, stride);
|
|
__m128i refz = _mm_unpacklo_epi16(_mm_loadl_epi64((const __m128i *)&depth4), _mm_setzero_si128());
|
|
#else
|
|
Vec4<int> refz(depthbuf.Get16(x, y, stride), depthbuf.Get16(x + 1, y, stride), depthbuf.Get16(x + 2, y, stride), depthbuf.Get16(x + 3, y, stride));
|
|
#endif
|
|
|
|
switch (func) {
|
|
case GE_COMP_NEVER:
|
|
#if defined(_M_SSE)
|
|
result = _mm_set1_epi32(-1);
|
|
#else
|
|
result = Vec4<int>::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 <bool useSSE4>
|
|
struct TriangleEdge {
|
|
Vec4<int> Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin);
|
|
inline Vec4<int> StepY(const Vec4<int> &w);
|
|
|
|
inline Vec4<int> StepXTimes(const Vec4<int> &w, int c);
|
|
|
|
Vec4<int> stepX;
|
|
Vec4<int> 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 <bool useSSE4>
|
|
Vec4<int> TriangleEdge<useSSE4>::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<int> initX = Vec4<int>::AssignToAll(origin.x) + Vec4<int>(centerOff, centerOff + SCREEN_SCALE_FACTOR, centerOff + SCREEN_SCALE_FACTOR * 2, centerOff + SCREEN_SCALE_FACTOR * 3);
|
|
Vec4<int> initY = Vec4<int>::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<int>::AssignToAll(xf * SCREEN_SCALE_FACTOR * 4);
|
|
stepY = Vec4<int>::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<int>::AssignToAll(xf) * initX + Vec4<int>::AssignToAll(yf) * initY + Vec4<int>::AssignToAll(c);
|
|
}
|
|
|
|
template <bool useSSE4>
|
|
inline Vec4<int> TriangleEdge<useSSE4>::StepY(const Vec4<int> &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 <bool useSSE4>
|
|
inline Vec4<int> TriangleEdge<useSSE4>::StepXTimes(const Vec4<int> &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 <bool useSSE4>
|
|
static inline bool AnyMask(const Vec4<int> &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<float> EdgeRecip(const Vec4<int> &w0, const Vec4<int> &w1, const Vec4<int> &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<float>().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 <int channels>
|
|
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);
|
|
}
|
|
}
|
|
|
|
template <int channels>
|
|
static Vec4<int> ColorFromPlanes(const DepthPlane *planes, int64_t x, int64_t y) {
|
|
Vec4<int> c(0, 0, 0, 0);
|
|
for (int i = 0; i < channels; ++i)
|
|
c[i] = std::clamp((int)planes[i].At(x, y), 0, 255);
|
|
return 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, centerX/Y its center in screen subpixels, and the triangle covers
|
|
// the row's pixels coverLo to coverHi.
|
|
static inline Vec4<float> LodQFromPlanes(const UVPlanes &planes, int64_t centerX, int64_t centerY, int quadX, int64_t coverLo, int64_t coverHi) {
|
|
const bool rtl = planes.q.rightAnchored;
|
|
auto spanQ = [&](int spanX, int64_t y) {
|
|
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<int64_t>(spanX + 3, coverHi) : std::max<int64_t>(spanX, coverLo);
|
|
if (first >= std::max<int64_t>(spanX, coverLo) && first <= std::min<int64_t>(spanX + 3, coverHi))
|
|
pick = first;
|
|
}
|
|
const int64_t x = centerX + (pick - quadX) * SCREEN_SCALE_FACTOR;
|
|
return TruncateToFloat24((float)((double)planes.q.At(x, y) * planes.scaleQ));
|
|
};
|
|
// A span of four pixels in a row: one q per span they're in.
|
|
Vec4<float> q;
|
|
q[0] = spanQ(quadX & ~3, centerY);
|
|
for (int i = 1; i < 4; ++i)
|
|
q[i] = ((quadX + i) & 3) == 0 ? spanQ(quadX + i, centerY) : 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;
|
|
}
|
|
|
|
// For four pixels in a row.
|
|
static inline void GetTextureCoordinatesGE(const UVPlanes &planes, int64_t centerX, int64_t centerY, Vec4<float> &s, Vec4<float> &t, Vec4<float> &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);
|
|
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);
|
|
}
|
|
}
|
|
|
|
template <bool clearMode, bool useSSE4>
|
|
void DrawTriangleSlice(
|
|
const VertexData& v0, const VertexData& v1, const VertexData& v2,
|
|
int x1, int y1, int x2, int y2,
|
|
const RasterizerState &state)
|
|
{
|
|
Vec4<int> bias0 = Vec4<int>::AssignToAll(IsRightSideOrFlatBottomLine(v0.screenpos.xy(), v1.screenpos.xy(), v2.screenpos.xy()) ? -1 : 0);
|
|
Vec4<int> bias1 = Vec4<int>::AssignToAll(IsRightSideOrFlatBottomLine(v1.screenpos.xy(), v2.screenpos.xy(), v0.screenpos.xy()) ? -1 : 0);
|
|
Vec4<int> bias2 = Vec4<int>::AssignToAll(IsRightSideOrFlatBottomLine(v2.screenpos.xy(), v0.screenpos.xy(), v1.screenpos.xy()) ? -1 : 0);
|
|
|
|
const PixelFuncID &pixelID = state.pixelID;
|
|
|
|
TriangleEdge<useSSE4> e0;
|
|
TriangleEdge<useSSE4> e1;
|
|
TriangleEdge<useSSE4> 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<int> w0_base = e0.Start(v1.screenpos, v2.screenpos, pprime);
|
|
Vec4<int> w1_base = e1.Start(v2.screenpos, v0.screenpos, pprime);
|
|
Vec4<int> 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<float> 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<int> v2_c0 = Vec4<int>::FromRGBA(v2.color0);
|
|
const Vec3<int> v2_c1 = Vec3<int>::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<int> minz = Vec4<int>::AssignToAll(pixelID.cached.minz);
|
|
const Vec4<int> maxz = Vec4<int>::AssignToAll(pixelID.cached.maxz);
|
|
|
|
// 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;
|
|
|
|
for (int64_t spanX = firstSpan; spanX <= hi; spanX += 4, p.x = (p.x + 4) & 0x3FF) {
|
|
const int64_t curX = spanX * SCREEN_SCALE_FACTOR;
|
|
Vec4<int> 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<useSSE4>(mask)) {
|
|
Vec4<int> z;
|
|
if (flatZ) {
|
|
z = Vec4<int>::AssignToAll(v2.screenpos.z);
|
|
} else {
|
|
// The GE's fixed point depth plane at the four pixel centers.
|
|
int64_t zs[4];
|
|
PlaneSpan(depthPlane, curX + SCREEN_SCALE_FACTOR / 2, curY + SCREEN_SCALE_FACTOR / 2, zs);
|
|
z = Vec4<int>((int)zs[0], (int)zs[1], (int)zs[2], (int)zs[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<useSSE4>(mask))
|
|
continue;
|
|
}
|
|
|
|
// Color interpolation is not perspective corrected on the PSP.
|
|
const int64_t centerX = curX + SCREEN_SCALE_FACTOR / 2, centerY = curY + SCREEN_SCALE_FACTOR / 2;
|
|
Vec4<int> prim_color[4];
|
|
if (!flatColor0) {
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (mask[i] >= 0)
|
|
prim_color[i] = ColorFromPlanes<4>(color0Planes, centerX + i * SCREEN_SCALE_FACTOR, centerY);
|
|
}
|
|
} else {
|
|
for (int i = 0; i < 4; ++i) {
|
|
prim_color[i] = v2_c0;
|
|
}
|
|
}
|
|
Vec3<int> sec_color[4];
|
|
if (!flatColor1) {
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (mask[i] >= 0)
|
|
sec_color[i] = ColorFromPlanes<3>(color1Planes, centerX + i * SCREEN_SCALE_FACTOR, centerY).rgb();
|
|
}
|
|
} 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<float> s, t;
|
|
Vec4<float> q = Vec4<float>::AssignToAll(1.0f);
|
|
// Without planes, from the edge weights (of these pixels, or the row below).
|
|
Vec4<int> 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<int> &a, const Vec4<int> &b, const Vec4<int> &c, Vec4<float> &os, Vec4<float> &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) {
|
|
GetTextureCoordinatesGE(uvPlanes, centerX, centerY, s, t, q);
|
|
if (lodUsesQ && !state.throughMode)
|
|
q = LodQFromPlanes(uvPlanes, centerX, centerY, 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<float> 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<float>::AssignToAll(1.0f / clipw);
|
|
}
|
|
// A span shares its q, except for the planes' per-pixel q when it doesn't matter.
|
|
ApplyTexturing(state, prim_color, mask, s, t, q, ds, dt, !uvPlanes.valid || lodUsesQ, autoGrad);
|
|
}
|
|
}
|
|
|
|
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<int>(sec_color[i], 0);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
Vec4<int> fog = Vec4<int>::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)fogPlane.At(centerX + i * SCREEN_SCALE_FACTOR, centerY), 0, 255);
|
|
}
|
|
|
|
PROFILE_THIS_SCOPE("draw_tri_px");
|
|
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<true, true> : &DrawTriangleSlice<false, true>) :
|
|
(state.pixelID.clearMode ? &DrawTriangleSlice<true, false> : &DrawTriangleSlice<false, false>);
|
|
|
|
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<int> fog = Vec4<int>::AssignToAll(ClampFogDepth(v1.fogdepth));
|
|
const Vec4<int> z = Vec4<int>::AssignToAll(v1.screenpos.z);
|
|
const Vec4<int> c0 = Vec4<int>::FromRGBA(v1.color0);
|
|
const Vec3<int> sec_color = Vec3<int>::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) || 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<int> scissor_mask = Vec4<int>::AssignToAll(maxX - minX) - Vec4<int>(0, SCREEN_SCALE_FACTOR, SCREEN_SCALE_FACTOR * 2, SCREEN_SCALE_FACTOR * 3);
|
|
const Vec4<int> scissor_step = Vec4<int>::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<int> mask = scissor_mask;
|
|
|
|
Vec4<int> prim_color[4];
|
|
for (int i = 0; i < 4; ++i) {
|
|
prim_color[i] = c0;
|
|
}
|
|
|
|
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<float> 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, mask, s, t, q, 0.0f, 0.0f, false, autoGrad);
|
|
}
|
|
|
|
if (!state.pixelID.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.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.ivec, 3);
|
|
prim_color[i].ivec = vaddq_s32(prim_color[i].ivec, sec);
|
|
#else
|
|
prim_color[i] += Vec4<int>(sec_color, 0);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
PROFILE_THIS_SCOPE("draw_rect_px");
|
|
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]), 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<int> prim_color = Vec4<int>::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<float> 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<int> sec_color = Vec3<int>::FromRGB(v0.color1) * (DoubleSecondaryColor(state) ? 2 : 1);
|
|
prim_color += Vec4<int>(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<LinePixel> &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<int64_t>(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<int> a(v0.screenpos.x, v0.screenpos.y, v0.screenpos.z);
|
|
Vec3<int> 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<int> v0_c0 = Vec4<int>::FromRGBA(v0.color0);
|
|
const Vec4<int> v1_c0 = Vec4<int>::FromRGBA(v1.color0);
|
|
const Vec3<int> v0_c1 = Vec3<int>::FromRGB(v0.color1);
|
|
const Vec3<int> v1_c1 = Vec3<int>::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<LinePixel> 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<int> prim_color;
|
|
Vec3<int> 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<float> tc = (v0.texturecoords.uv() * (float)(steps1 - i) + v1.texturecoords.uv() * (float)i) / steps1;
|
|
Vec2<float> 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<int>(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<int>(sampler(x, y, texptr, texbufw, level, id)).ToRGBA();
|
|
}
|
|
row += w;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
} // namespace
|