mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 09:35:09 +02:00
348 lines
11 KiB
C++
348 lines
11 KiB
C++
#include <algorithm>
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#include <cstring>
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#include <cstdint>
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#include "Common/Math/CrossSIMD.h"
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#include "GPU/Common/DepthRaster.h"
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#include "GPU/Math3D.h"
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#include "Common/Math/math_util.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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void DepthRasterRect(uint16_t *dest, int stride, int x1, int y1, int x2, int y2, short depthValue, GEComparison depthCompare) {
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// Swap coordinates if needed, we don't back-face-cull rects.
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// We also ignore the UV rotation here.
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if (x1 > x2) {
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std::swap(x1, x2);
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}
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if (y1 > y2) {
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std::swap(y1, y2);
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}
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if (x1 == x2 || y1 == y2) {
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return;
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}
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#if PPSSPP_ARCH(SSE2)
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__m128i valueX8 = _mm_set1_epi16(depthValue);
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for (int y = y1; y < y2; y++) {
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__m128i *ptr = (__m128i *)(dest + stride * y + x1);
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int w = x2 - x1;
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switch (depthCompare) {
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case GE_COMP_ALWAYS:
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if (depthValue == 0) {
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memset(ptr, 0, w * 2);
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} else {
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while (w >= 8) {
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_mm_storeu_si128(ptr, valueX8);
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ptr++;
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w -= 8;
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}
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}
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break;
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// TODO: Trailer
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case GE_COMP_NEVER:
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break;
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default:
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// TODO
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break;
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}
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}
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#elif PPSSPP_ARCH(ARM64_NEON)
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uint16x8_t valueX8 = vdupq_n_u16(depthValue);
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for (int y = y1; y < y2; y++) {
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uint16_t *ptr = (uint16_t *)(dest + stride * y + x1);
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int w = x2 - x1;
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switch (depthCompare) {
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case GE_COMP_ALWAYS:
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if (depthValue == 0) {
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memset(ptr, 0, w * 2);
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} else {
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while (w >= 8) {
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vst1q_u16(ptr, valueX8);
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ptr += 8;
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w -= 8;
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}
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}
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break;
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// TODO: Trailer
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case GE_COMP_NEVER:
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break;
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default:
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// TODO
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break;
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}
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}
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#else
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// Do nothing for now
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#endif
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}
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// Adapted from Intel's depth rasterizer example.
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// Started with the scalar version, will SIMD-ify later.
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// x1/y1 etc are the scissor rect.
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void DepthRasterTriangle(uint16_t *depthBuf, int stride, int x1, int y1, int x2, int y2, const int *tx, const int *ty, const int *tz, GEComparison compareMode) {
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int tileStartX = x1;
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int tileEndX = x2;
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int tileStartY = y1;
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int tileEndY = y2;
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// BEGIN triangle setup. This should be done SIMD, four triangles at a time.
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// Due to the many multiplications, we might want to do it in floating point as 32-bit integer muls
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// are slow on SSE2.
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// Convert to whole pixels for now. Later subpixel precision.
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DepthScreenVertex verts[3];
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verts[0].x = tx[0];
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verts[0].y = ty[0];
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verts[0].z = tz[0];
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verts[1].x = tx[2];
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verts[1].y = ty[2];
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verts[1].z = tz[2];
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verts[2].x = tx[1];
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verts[2].y = ty[1];
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verts[2].z = tz[1];
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// use fixed-point only for X and Y. Avoid work for Z and W.
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int startX = std::max(std::min(std::min(verts[0].x, verts[1].x), verts[2].x), tileStartX);
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int endX = std::min(std::max(std::max(verts[0].x, verts[1].x), verts[2].x) + 1, tileEndX);
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int startY = std::max(std::min(std::min(verts[0].y, verts[1].y), verts[2].y), tileStartY);
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int endY = std::min(std::max(std::max(verts[0].y, verts[1].y), verts[2].y) + 1, tileEndY);
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if (endX == startX || endY == startY) {
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// No pixels, or outside screen.
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return;
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}
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// TODO: Cull really small triangles here.
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// Fab(x, y) = Ax + By + C = 0
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// Fab(x, y) = (ya - yb)x + (xb - xa)y + (xa * yb - xb * ya) = 0
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// Compute A = (ya - yb) for the 3 line segments that make up each triangle
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int A0 = verts[1].y - verts[2].y;
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int A1 = verts[2].y - verts[0].y;
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int A2 = verts[0].y - verts[1].y;
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// Compute B = (xb - xa) for the 3 line segments that make up each triangle
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int B0 = verts[2].x - verts[1].x;
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int B1 = verts[0].x - verts[2].x;
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int B2 = verts[1].x - verts[0].x;
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// Compute C = (xa * yb - xb * ya) for the 3 line segments that make up each triangle
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int C0 = verts[1].x * verts[2].y - verts[2].x * verts[1].y;
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int C1 = verts[2].x * verts[0].y - verts[0].x * verts[2].y;
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int C2 = verts[0].x * verts[1].y - verts[1].x * verts[0].y;
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// Compute triangle area.
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// TODO: Cull really small triangles here - we can just raise the comparison value below.
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int triArea = A0 * verts[0].x + B0 * verts[0].y + C0;
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if (triArea <= 0) {
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// Too small to rasterize or backface culled
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// NOTE: Just disabling this check won't enable two-sided rendering.
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// Since it's not that common, let's just queue the triangles with both windings.
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return;
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}
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int rowIdx = (startY * stride + startX);
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int col = startX;
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int row = startY;
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// Calculate slopes at starting corner.
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int alpha0 = (A0 * col) + (B0 * row) + C0;
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int beta0 = (A1 * col) + (B1 * row) + C1;
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int gamma0 = (A2 * col) + (B2 * row) + C2;
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float oneOverTriArea = (1.0f / float(triArea));
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float zz[3];
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zz[0] = (float)verts[0].z;
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zz[1] = (float)(verts[1].z - verts[0].z) * oneOverTriArea;
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zz[2] = (float)(verts[2].z - verts[0].z) * oneOverTriArea;
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// END triangle setup.
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// Incrementally compute Fab(x, y) for all the pixels inside the bounding box formed by (startX, endX) and (startY, endY)
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for (int r = startY; r < endY; r++,
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row++,
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rowIdx += stride,
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alpha0 += B0,
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beta0 += B1,
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gamma0 += B2)
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{
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int idx = rowIdx;
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// Restore row steppers.
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int alpha = alpha0;
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int beta = beta0;
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int gamma = gamma0;
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for (int c = startX; c < endX; c++,
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idx++,
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alpha += A0,
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beta += A1,
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gamma += A2)
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{
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int mask = alpha >= 0 && beta >= 0 && gamma >= 0;
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// Early out if all of this quad's pixels are outside the triangle.
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if (!mask) {
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continue;
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}
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// Compute barycentric-interpolated depth. Could also compute it incrementally.
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float depth = zz[0] + beta * zz[1] + gamma * zz[2];
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float previousDepthValue = (float)depthBuf[idx];
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int depthMask;
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switch (compareMode) {
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case GE_COMP_EQUAL: depthMask = depth == previousDepthValue; break;
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case GE_COMP_LESS: depthMask = depth < previousDepthValue; break;
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case GE_COMP_LEQUAL: depthMask = depth <= previousDepthValue; break;
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case GE_COMP_GEQUAL: depthMask = depth >= previousDepthValue; break;
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case GE_COMP_GREATER: depthMask = depth > previousDepthValue; break;
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case GE_COMP_NOTEQUAL: depthMask = depth != previousDepthValue; break;
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case GE_COMP_ALWAYS:
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default:
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depthMask = 1;
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break;
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}
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int finalMask = mask & depthMask;
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depth = finalMask == 1 ? depth : previousDepthValue;
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depthBuf[idx] = (u16)depth;
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} //for each column
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} // for each row
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}
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void DecodeAndTransformForDepthRaster(float *dest, GEPrimitiveType prim, const float *worldviewproj, const void *vertexData, int count, VertexDecoder *dec, u32 vertTypeID) {
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// TODO: Ditch skinned and morphed prims for now since we don't have a fast way to skin without running the full decoder.
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_dbg_assert_((vertTypeID & (GE_VTYPE_WEIGHT_MASK | GE_VTYPE_MORPHCOUNT_MASK)) == 0);
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int vertexStride = dec->VertexSize();
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int offset = dec->posoff;
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Mat4F32 mat(worldviewproj);
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switch (vertTypeID & GE_VTYPE_POS_MASK) {
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case GE_VTYPE_POS_FLOAT:
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for (int i = 0; i < count; i++) {
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const float *data = (const float *)((const u8 *)vertexData + vertexStride * i + offset);
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Vec4F32::Load(data).AsVec3ByMatrix44(mat).Store(dest + i * 4);
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}
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break;
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case GE_VTYPE_POS_16BIT:
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for (int i = 0; i < count; i++) {
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const s16 *data = ((const s16 *)((const s8 *)vertexData + i * vertexStride + offset));
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Vec4F32::LoadConvertS16(data).Mul(1.0f / 32768.f).AsVec3ByMatrix44(mat).Store(dest + i * 4);
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}
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break;
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case GE_VTYPE_POS_8BIT:
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for (int i = 0; i < count; i++) {
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const s8 *data = (const s8 *)vertexData + i * vertexStride + offset;
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Vec4F32::LoadConvertS8(data).Mul(1.0f / 128.0f).AsVec3ByMatrix44(mat).Store(dest + i * 4);
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}
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break;
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}
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}
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int DepthRasterClipIndexedTriangles(int *tx, int *ty, int *tz, const float *transformed, const uint16_t *indexBuffer, int count) {
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bool cullEnabled = gstate.isCullEnabled();
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// TODO: On ARM we can do better by keeping these in lanes instead of splatting.
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// However, hard to find a common abstraction.
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const Vec4F32 viewportX = Vec4F32::Splat(gstate.getViewportXCenter());
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const Vec4F32 viewportY = Vec4F32::Splat(gstate.getViewportYCenter());
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const Vec4F32 viewportZ = Vec4F32::Splat(gstate.getViewportZCenter());
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const Vec4F32 viewportScaleX = Vec4F32::Splat(gstate.getViewportXScale());
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const Vec4F32 viewportScaleY = Vec4F32::Splat(gstate.getViewportYScale());
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const Vec4F32 viewportScaleZ = Vec4F32::Splat(gstate.getViewportZScale());
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const Vec4F32 offsetX = Vec4F32::Splat(gstate.getOffsetX()); // We remove the 16 scale here
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const Vec4F32 offsetY = Vec4F32::Splat(gstate.getOffsetY());
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bool cullCCW = false;
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int outCount = 0;
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for (int i = 0; i < count; i += 3) {
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const float *verts[3] = {
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transformed + indexBuffer[i] * 4,
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transformed + indexBuffer[i + 1] * 4,
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transformed + indexBuffer[i + 2] * 4,
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};
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// Check if any vertex is behind the 0 plane.
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if (verts[0][3] < 0.0f || verts[1][3] < 0.0f || verts[2][3] < 0.0f) {
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// Ditch this triangle. Later we should clip here.
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continue;
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}
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// These names are wrong .. until we transpose.
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Vec4F32 x = Vec4F32::Load(verts[0]);
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Vec4F32 y = Vec4F32::Load(verts[1]);
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Vec4F32 z = Vec4F32::Load(verts[2]);
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Vec4F32 w = Vec4F32::Zero();
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Vec4F32::Transpose(x, y, z, w);
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// Now the names are accurate! Since we only have three vertices, the fourth member of each vector is zero
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// and will not be stored (well it will be stored, but it'll be overwritten by the next vertex).
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Vec4F32 recipW = w.Recip();
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x *= recipW;
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y *= recipW;
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z *= recipW;
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Vec4F32 screen[3];
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screen[0] = (x * viewportScaleX + viewportX) - offsetX;
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screen[1] = (y * viewportScaleY + viewportY) - offsetY;
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screen[2] = (z * viewportScaleZ + viewportZ).Clamp(0.0f, 65535.0f);
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VecS32FromF32(screen[0]).Store(tx + outCount);
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VecS32FromF32(screen[1]).Store(ty + outCount);
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VecS32FromF32(screen[2]).Store(tz + outCount);
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outCount += 3;
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}
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return outCount;
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}
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void DepthRasterConvertTransformed(int *tx, int *ty, int *tz, GEPrimitiveType prim, const TransformedVertex *transformed, int count) {
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_dbg_assert_(prim == GE_PRIM_RECTANGLES || prim == GE_PRIM_TRIANGLES);
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// TODO: This is basically a transpose, or AoS->SoA conversion. There may be fast ways.
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for (int i = 0; i < count; i++) {
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tx[i] = (int)transformed[i].pos[0];
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ty[i] = (int)transformed[i].pos[1];
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tz[i] = (u16)transformed[i].pos[2];
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}
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}
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// Rasterizes screen-space vertices.
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void DepthRasterScreenVerts(uint16_t *depth, int depthStride, GEPrimitiveType prim, int x1, int y1, int x2, int y2, const int *tx, const int *ty, const int *tz, int count) {
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// Prim should now be either TRIANGLES or RECTs.
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_dbg_assert_(prim == GE_PRIM_RECTANGLES || prim == GE_PRIM_TRIANGLES);
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GEComparison compareMode = gstate.getDepthTestFunction();
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if (gstate.isModeClear()) {
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if (!gstate.isClearModeDepthMask()) {
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return;
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}
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compareMode = GE_COMP_ALWAYS;
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} else {
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if (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled())
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return;
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}
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switch (prim) {
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case GE_PRIM_RECTANGLES:
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for (int i = 0; i < count; i += 2) {
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uint16_t z = tz[i + 1]; // depth from second vertex
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// TODO: Should clip coordinates to the scissor rectangle.
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// We remove the subpixel information here.
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DepthRasterRect(depth, depthStride, tx[i], ty[i], tx[i + 1], ty[i + 1], z, compareMode);
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}
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break;
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case GE_PRIM_TRIANGLES:
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for (int i = 0; i < count; i += 3) {
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DepthRasterTriangle(depth, depthStride, x1, y1, x2, y2, &tx[i], &ty[i], &tz[i], compareMode);
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}
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break;
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default:
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_dbg_assert_(false);
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}
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}
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