Files
ppsspp/GPU/Common/DepthRaster.cpp
T
2024-12-22 10:32:19 +01:00

465 lines
16 KiB
C++

#include <algorithm>
#include <cstring>
#include <cstdint>
#include "Common/Math/CrossSIMD.h"
#include "GPU/Common/DepthRaster.h"
#include "GPU/Math3D.h"
#include "Common/Math/math_util.h"
#include "GPU/Common/VertexDecoderCommon.h"
// We only need to support these three modes.
enum class ZCompareMode {
Greater, // Most common
Less, // Less common
Always, // Fairly common
};
void DepthRasterRect(uint16_t *dest, int stride, int x1, int y1, int x2, int y2, short depthValue, ZCompareMode compareMode) {
// Swap coordinates if needed, we don't back-face-cull rects.
// We also ignore the UV rotation here.
if (x1 > x2) {
std::swap(x1, x2);
}
if (y1 > y2) {
std::swap(y1, y2);
}
if (x1 == x2 || y1 == y2) {
return;
}
Vec8U16 valueX8 = Vec8U16::Splat(depthValue);
for (int y = y1; y < y2; y++) {
uint16_t *ptr = (uint16_t *)(dest + stride * y + x1);
int w = x2 - x1;
switch (compareMode) {
case ZCompareMode::Always:
if (depthValue == 0) {
memset(ptr, 0, w * 2);
} else {
while (w >= 8) {
valueX8.Store(ptr);
ptr += 8;
w -= 8;
}
}
break;
// TODO: Trailer
default:
// TODO
break;
}
}
}
alignas(16) static const int zero123[4] = {0, 1, 2, 3};
struct Edge {
// Dimensions of our pixel group
static const int stepXSize = 4;
static const int stepYSize = 1;
Vec4S32 oneStepX;
Vec4S32 oneStepY;
Vec4S32 init(int v0x, int v0y, int v1x, int v1y, int p0x, int p0y) {
// Edge setup
int A = v0y - v1y;
int B = v1x - v0x;
int C = v0x * v1y - v0y * v1x;
// Step deltas
oneStepX = Vec4S32::Splat(A * stepXSize);
oneStepY = Vec4S32::Splat(B * stepYSize);
// x/y values for initial pixel block. Add horizontal offsets.
Vec4S32 x = Vec4S32::Splat(p0x) + Vec4S32::LoadAligned(zero123);
Vec4S32 y = Vec4S32::Splat(p0y);
// Edge function values at origin
return Vec4S32::Splat(A) * x + Vec4S32::Splat(B) * y + Vec4S32::Splat(C);
}
};
// Adapted from Intel's depth rasterizer example.
// Started with the scalar version, will SIMD-ify later.
// x1/y1 etc are the scissor rect.
bool DepthRasterTriangle(uint16_t *depthBuf, int stride, int x1, int y1, int x2, int y2, const int *tx, const int *ty, const float *tz, ZCompareMode compareMode) {
int tileStartX = x1;
int tileEndX = x2;
int tileStartY = y1;
int tileEndY = y2;
// BEGIN triangle setup. This should be done SIMD, four triangles at a time.
// Due to the many multiplications, we might want to do it in floating point as 32-bit integer muls
// are slow on SSE2.
int v0x = tx[0];
int v0y = ty[0];
int v1x = tx[1];
int v1y = ty[1];
int v2x = tx[2];
int v2y = ty[2];
// use fixed-point only for X and Y. Avoid work for Z and W.
// We use 4x1 tiles for simplicity.
int minX = std::max(std::min(std::min(v0x, v1x), v2x), tileStartX) & ~3;
int maxX = std::min(std::max(std::max(v0x, v1x), v2x) + 3, tileEndX) & ~3;
int minY = std::max(std::min(std::min(v0y, v1y), v2y), tileStartY);
int maxY = std::min(std::max(std::max(v0y, v1y), v2y), tileEndY);
if (maxX == minX || maxY == minY) {
// No pixels, or outside screen.
return false;
}
// TODO: Cull really small triangles here - we can increase the threshold a bit probably.
int triArea = (v1y - v2y) * v0x + (v2x - v1x) * v0y + (v1x * v2y - v2x * v1y);
if (triArea <= 0) {
return false;
}
float oneOverTriArea = 1.0f / (float)triArea;
Edge e01, e12, e20;
Vec4S32 w0_row = e12.init(v1x, v1y, v2x, v2y, minX, minY);
Vec4S32 w1_row = e20.init(v2x, v2y, v0x, v0y, minX, minY);
Vec4S32 w2_row = e01.init(v0x, v0y, v1x, v1y, minX, minY);
// Prepare to interpolate Z
Vec4F32 zz0 = Vec4F32::Splat(tz[0]);
Vec4F32 zz1 = Vec4F32::Splat((tz[1] - tz[0]) * oneOverTriArea);
Vec4F32 zz2 = Vec4F32::Splat((tz[2] - tz[0]) * oneOverTriArea);
Vec4F32 zdeltaX = zz1 * Vec4F32FromS32(e20.oneStepX) + zz2 * Vec4F32FromS32(e01.oneStepX);
Vec4F32 zdeltaY = zz1 * Vec4F32FromS32(e20.oneStepY) + zz2 * Vec4F32FromS32(e01.oneStepY);
Vec4F32 zrow = zz0 + Vec4F32FromS32(w1_row) * zz1 + Vec4F32FromS32(w2_row) * zz2;
// Rasterize
for (int y = minY; y <= maxY; y += Edge::stepYSize, w0_row += e12.oneStepY, w1_row += e20.oneStepY, w2_row += e01.oneStepY, zrow += zdeltaY) {
// Barycentric coordinates at start of row
Vec4S32 w0 = w0_row;
Vec4S32 w1 = w1_row;
Vec4S32 w2 = w2_row;
Vec4F32 zs = zrow;
uint16_t *rowPtr = depthBuf + stride * y;
for (int x = minX; x <= maxX; x += Edge::stepXSize, w0 += e12.oneStepX, w1 += e20.oneStepX, w2 += e01.oneStepX, zs += zdeltaX) {
// If p is on or inside all edges for any pixels,
// render those pixels.
Vec4S32 signCalc = w0 | w1 | w2;
if (!AnyZeroSignBit(signCalc)) {
continue;
}
Vec4U16 bufferValues = Vec4U16::Load(rowPtr + x);
Vec4U16 shortMaskInv = SignBits32ToMaskU16(signCalc);
// Now, the mask has 1111111 where we should preserve the contents of the depth buffer.
Vec4U16 shortZ = Vec4U16::FromVec4F32(zs);
// TODO: Lift this switch out of the inner loop, or even out of the function with templating.
switch (compareMode) {
case ZCompareMode::Greater:
// To implement the greater/greater-than comparison, we can combine mask and max.
// It might be better to do the math in float space on x86 due to SSE2 deficiencies.
// We use AndNot to zero out Z results, before doing Max with the buffer.
AndNot(shortZ, shortMaskInv).Max(bufferValues).Store(rowPtr + x);
break;
case ZCompareMode::Less: // UNTESTED
// This time, we OR the mask and use .Min.
(shortZ | shortMaskInv).Min(bufferValues).Store(rowPtr + x);
break;
case ZCompareMode::Always: // UNTESTED
// This could be replaced with a vblend operation.
((bufferValues & shortMaskInv) | AndNot(shortZ, shortMaskInv)).Store(rowPtr + x);
break;
}
}
}
return true;
}
void DecodeAndTransformForDepthRaster(float *dest, const float *worldviewproj, const void *vertexData, int indexLowerBound, int indexUpperBound, VertexDecoder *dec, u32 vertTypeID) {
// TODO: Ditch skinned and morphed prims for now since we don't have a fast way to skin without running the full decoder.
_dbg_assert_((vertTypeID & (GE_VTYPE_WEIGHT_MASK | GE_VTYPE_MORPHCOUNT_MASK)) == 0);
int vertexStride = dec->VertexSize();
int offset = dec->posoff;
Mat4F32 mat(worldviewproj);
const u8 *startPtr = (const u8 *)vertexData + indexLowerBound * vertexStride;
int count = indexUpperBound - indexLowerBound + 1;
switch (vertTypeID & GE_VTYPE_POS_MASK) {
case GE_VTYPE_POS_FLOAT:
for (int i = 0; i < count; i++) {
const float *data = (const float *)(startPtr + i * vertexStride + offset);
Vec4F32::Load(data).AsVec3ByMatrix44(mat).Store(dest + i * 4);
}
break;
case GE_VTYPE_POS_16BIT:
for (int i = 0; i < count; i++) {
const s16 *data = ((const s16 *)((const s8 *)startPtr + i * vertexStride + offset));
Vec4F32::LoadConvertS16(data).Mul(1.0f / 32768.f).AsVec3ByMatrix44(mat).Store(dest + i * 4);
}
break;
case GE_VTYPE_POS_8BIT:
for (int i = 0; i < count; i++) {
const s8 *data = (const s8 *)startPtr + i * vertexStride + offset;
Vec4F32::LoadConvertS8(data).Mul(1.0f / 128.0f).AsVec3ByMatrix44(mat).Store(dest + i * 4);
}
break;
}
}
void TransformPredecodedForDepthRaster(float *dest, const float *worldviewproj, const void *decodedVertexData, VertexDecoder *dec, int count) {
// TODO: Ditch skinned and morphed prims for now since we don't have a fast way to skin without running the full decoder.
_dbg_assert_((dec->VertexType() & (GE_VTYPE_WEIGHT_MASK | GE_VTYPE_MORPHCOUNT_MASK)) == 0);
int vertexStride = dec->GetDecVtxFmt().stride;
int offset = dec->GetDecVtxFmt().posoff;
Mat4F32 mat(worldviewproj);
const u8 *startPtr = (const u8 *)decodedVertexData;
// Decoded position format is always float3.
for (int i = 0; i < count; i++) {
const float *data = (const float *)(startPtr + i * vertexStride + offset);
Vec4F32::Load(data).AsVec3ByMatrix44(mat).Store(dest + i * 4);
}
}
void ConvertPredecodedThroughForDepthRaster(float *dest, const void *decodedVertexData, VertexDecoder *dec, int count) {
// TODO: Ditch skinned and morphed prims for now since we don't have a fast way to skin without running the full decoder.
_dbg_assert_((dec->VertexType() & (GE_VTYPE_WEIGHT_MASK | GE_VTYPE_MORPHCOUNT_MASK)) == 0);
int vertexStride = dec->GetDecVtxFmt().stride;
int offset = dec->GetDecVtxFmt().posoff;
const u8 *startPtr = (const u8 *)decodedVertexData;
// Decoded position format is always float3.
for (int i = 0; i < count; i++) {
const float *data = (const float *)(startPtr + i * vertexStride + offset);
// Just pass the position straight through - this is through mode!
Vec4F32::Load(data).WithLane3Zeroed().Store(dest + i * 4);
}
}
int DepthRasterClipIndexedRectangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, int count) {
// TODO: On ARM we can do better by keeping these in lanes instead of splatting.
// However, hard to find a common abstraction.
const Vec4F32 viewportX = Vec4F32::Splat(gstate.getViewportXCenter());
const Vec4F32 viewportY = Vec4F32::Splat(gstate.getViewportYCenter());
const Vec4F32 viewportZ = Vec4F32::Splat(gstate.getViewportZCenter());
const Vec4F32 viewportScaleX = Vec4F32::Splat(gstate.getViewportXScale());
const Vec4F32 viewportScaleY = Vec4F32::Splat(gstate.getViewportYScale());
const Vec4F32 viewportScaleZ = Vec4F32::Splat(gstate.getViewportZScale());
const Vec4F32 offsetX = Vec4F32::Splat(gstate.getOffsetX()); // We remove the 16 scale here
const Vec4F32 offsetY = Vec4F32::Splat(gstate.getOffsetY());
int outCount = 0;
for (int i = 0; i < count; i += 2) {
const float *verts[2] = {
transformed + indexBuffer[i] * 4,
transformed + indexBuffer[i + 1] * 4,
};
// Check if any vertex is behind the 0 plane.
if (verts[0][3] < 0.0f || verts[1][3] < 0.0f) {
// Ditch this rectangle.
continue;
}
// These names are wrong .. until we transpose.
Vec4F32 x = Vec4F32::Load(verts[0]);
Vec4F32 y = Vec4F32::Load(verts[1]);
Vec4F32 z = Vec4F32::Zero();
Vec4F32 w = Vec4F32::Zero();
Vec4F32::Transpose(x, y, z, w);
// Now the names are accurate! Since we only have two vertices, the third and fourth member of each vector is zero
// and will not be stored (well it will be stored, but it'll be overwritten by the next vertex).
Vec4F32 recipW = w.Recip();
x *= recipW;
y *= recipW;
z *= recipW;
Vec4S32 screen[2];
Vec4F32 depth;
screen[0] = Vec4S32FromF32((x * viewportScaleX + viewportX) - offsetX);
screen[1] = Vec4S32FromF32((y * viewportScaleY + viewportY) - offsetY);
depth = (z * viewportScaleZ + viewportZ).Clamp(0.0f, 65535.0f);
screen[0].Store(tx + outCount);
screen[1].Store(ty + outCount);
depth.Store(tz + outCount);
outCount += 2;
}
return outCount;
}
int DepthRasterClipIndexedTriangles(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, int count) {
bool cullEnabled = gstate.isCullEnabled();
GECullMode cullMode = gstate.getCullMode();
// TODO: On ARM we can do better by keeping these in lanes instead of splatting.
// However, hard to find a common abstraction.
const Vec4F32 viewportX = Vec4F32::Splat(gstate.getViewportXCenter());
const Vec4F32 viewportY = Vec4F32::Splat(gstate.getViewportYCenter());
const Vec4F32 viewportZ = Vec4F32::Splat(gstate.getViewportZCenter());
const Vec4F32 viewportScaleX = Vec4F32::Splat(gstate.getViewportXScale());
const Vec4F32 viewportScaleY = Vec4F32::Splat(gstate.getViewportYScale());
const Vec4F32 viewportScaleZ = Vec4F32::Splat(gstate.getViewportZScale());
const Vec4F32 offsetX = Vec4F32::Splat(gstate.getOffsetX()); // We remove the 16 scale here
const Vec4F32 offsetY = Vec4F32::Splat(gstate.getOffsetY());
int outCount = 0;
int flipCull = 0;
if (cullEnabled && cullMode == GE_CULL_CW) {
flipCull = 3;
}
for (int i = 0; i < count; i += 3) {
const float *verts[3] = {
transformed + indexBuffer[i] * 4,
transformed + indexBuffer[i + (1 ^ flipCull)] * 4,
transformed + indexBuffer[i + (2 ^ flipCull)] * 4,
};
// Check if any vertex is behind the 0 plane.
if (verts[0][3] < 0.0f || verts[1][3] < 0.0f || verts[2][3] < 0.0f) {
// Ditch this triangle. Later we should clip here.
continue;
}
// These names are wrong .. until we transpose.
Vec4F32 x = Vec4F32::Load(verts[0]);
Vec4F32 y = Vec4F32::Load(verts[1]);
Vec4F32 z = Vec4F32::Load(verts[2]);
Vec4F32 w = Vec4F32::Zero();
Vec4F32::Transpose(x, y, z, w);
// Now the names are accurate! Since we only have three vertices, the fourth member of each vector is zero
// and will not be stored (well it will be stored, but it'll be overwritten by the next vertex).
Vec4F32 recipW = w.Recip();
x *= recipW;
y *= recipW;
z *= recipW;
Vec4S32 screen[2];
screen[0] = Vec4S32FromF32((x * viewportScaleX + viewportX) - offsetX);
screen[1] = Vec4S32FromF32((y * viewportScaleY + viewportY) - offsetY);
Vec4F32 depth = (z * viewportScaleZ + viewportZ).Clamp(0.0f, 65535.0f);
screen[0].Store(tx + outCount);
screen[1].Store(ty + outCount);
depth.Store(tz + outCount);
outCount += 3;
if (!cullEnabled) {
// If culling is off, shuffle the three vectors to produce the opposite triangle, and store them after.
// HOWEVER! I realized that this is not the optimal layout, after all.
// We should group 4 triangles at a time and interleave them (so we first have all X of vertex 0,
// then all X of vertex 1, and so on). This seems solvable with another transpose, if we can easily
// collect four triangles at a time...
screen[0].SwapLowerElements().Store(tx + outCount);
screen[1].SwapLowerElements().Store(ty + outCount);
depth.SwapLowerElements().Store(tz + outCount);
outCount += 3;
}
}
return outCount;
}
void DepthRasterConvertTransformed(int *tx, int *ty, float *tz, const float *transformed, const uint16_t *indexBuffer, int count) {
// TODO: This is basically a transpose, or AoS->SoA conversion. There may be fast ways.
for (int i = 0; i < count; i++) {
const float *pos = transformed + indexBuffer[i] * 4;
tx[i] = (int)pos[0];
ty[i] = (int)pos[1];
tz[i] = pos[2]; // clamp?
}
}
// Rasterizes screen-space vertices.
void DepthRasterScreenVerts(uint16_t *depth, int depthStride, GEPrimitiveType prim, int x1, int y1, int x2, int y2, const int *tx, const int *ty, const float *tz, int count) {
// Prim should now be either TRIANGLES or RECTs.
_dbg_assert_(prim == GE_PRIM_RECTANGLES || prim == GE_PRIM_TRIANGLES);
// Ignore draws where stencil operations are active?
if (gstate.isStencilTestEnabled()) {
// return;
}
GEComparison compareMode = gstate.getDepthTestFunction();
ZCompareMode comp;
// Ignore some useless compare modes.
switch (compareMode) {
case GE_COMP_ALWAYS:
comp = ZCompareMode::Always;
break;
case GE_COMP_LEQUAL:
case GE_COMP_LESS:
comp = ZCompareMode::Less;
break;
case GE_COMP_GEQUAL:
case GE_COMP_GREATER:
comp = ZCompareMode::Greater; // Most common
break;
case GE_COMP_NEVER:
case GE_COMP_EQUAL:
// These will never have a useful effect in Z-only raster.
[[fallthrough]];
case GE_COMP_NOTEQUAL:
// This is highly unusual, let's just ignore it.
[[fallthrough]];
default:
return;
}
if (gstate.isModeClear()) {
if (!gstate.isClearModeDepthMask()) {
return;
}
comp = ZCompareMode::Always;
} else {
if (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled())
return;
}
switch (prim) {
case GE_PRIM_RECTANGLES:
for (int i = 0; i < count; i += 2) {
uint16_t z = (uint16_t)tz[i + 1]; // depth from second vertex
// TODO: Should clip coordinates to the scissor rectangle.
// We remove the subpixel information here.
DepthRasterRect(depth, depthStride, tx[i], ty[i], tx[i + 1], ty[i + 1], z, comp);
}
gpuStats.numDepthRasterPrims += count / 2;
break;
case GE_PRIM_TRIANGLES:
{
int culled = 0;
for (int i = 0; i < count; i += 3) {
if (!DepthRasterTriangle(depth, depthStride, x1, y1, x2, y2, &tx[i], &ty[i], &tz[i], comp)) {
culled++;
}
}
gpuStats.numDepthRasterCulls += culled;
gpuStats.numDepthRasterPrims += count / 3;
break;
}
default:
_dbg_assert_(false);
}
}