Files
ppsspp/GPU/Software/Rasterizer.cpp
T
Henrik RydgårdandClaude Opus 5.5 85d788db06 SoftGPU: Double the specular color along with the texture result
With separate specular lighting and color doubling, the GE doubles the
secondary color as well (gpu/probe exp86, exact for modulate, add and
replace).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:42 -06:00

2278 lines
88 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
#include <algorithm>
#include <climits>
#include <cmath>
#include "Common/Common.h"
#include "Common/CPUDetect.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Profiler/Profiler.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/Debugger/MemBlockInfo.h"
#include "Core/MemMap.h"
#include "Core/Util/PPGeDraw.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/DrawPixel.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/Sampler.h"
#include "GPU/Software/SoftGpu.h"
#include "GPU/Software/TransformUnit.h"
#include "Common/Math/SIMDHeaders.h"
// For the SSE4 stuff
#if PPSSPP_ARCH(SSE2)
#include <smmintrin.h>
#endif
namespace Rasterizer {
// Only OK on x64 where our stack is aligned
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
static inline __m128 InterpolateF(const __m128 &c0, const __m128 &c1, const __m128 &c2, int w0, int w1, int w2, float wsum) {
__m128 v = _mm_mul_ps(c0, _mm_cvtepi32_ps(_mm_set1_epi32(w0)));
v = _mm_add_ps(v, _mm_mul_ps(c1, _mm_cvtepi32_ps(_mm_set1_epi32(w1))));
v = _mm_add_ps(v, _mm_mul_ps(c2, _mm_cvtepi32_ps(_mm_set1_epi32(w2))));
return _mm_mul_ps(v, _mm_set_ps1(wsum));
}
static inline __m128i InterpolateI(const __m128i &c0, const __m128i &c1, const __m128i &c2, int w0, int w1, int w2, float wsum) {
return _mm_cvtps_epi32(InterpolateF(_mm_cvtepi32_ps(c0), _mm_cvtepi32_ps(c1), _mm_cvtepi32_ps(c2), w0, w1, w2, wsum));
}
#elif PPSSPP_ARCH(ARM64_NEON)
static inline float32x4_t InterpolateF(const float32x4_t &c0, const float32x4_t &c1, const float32x4_t &c2, int w0, int w1, int w2, float wsum) {
float32x4_t v = vmulq_f32(c0, vcvtq_f32_s32(vdupq_n_s32(w0)));
v = vaddq_f32(v, vmulq_f32(c1, vcvtq_f32_s32(vdupq_n_s32(w1))));
v = vaddq_f32(v, vmulq_f32(c2, vcvtq_f32_s32(vdupq_n_s32(w2))));
return vmulq_f32(v, vdupq_n_f32(wsum));
}
static inline int32x4_t InterpolateI(const int32x4_t &c0, const int32x4_t &c1, const int32x4_t &c2, int w0, int w1, int w2, float wsum) {
return vcvtq_s32_f32(InterpolateF(vcvtq_f32_s32(c0), vcvtq_f32_s32(c1), vcvtq_f32_s32(c2), w0, w1, w2, wsum));
}
#endif
// NOTE: When not casting color0 and color1 to float vectors, this code suffers from severe overflow issues.
// Not sure if that should be regarded as a bug or if casting to float is a valid fix.
static inline Vec4<int> Interpolate(const Vec4<int> &c0, const Vec4<int> &c1, const Vec4<int> &c2, int w0, int w1, int w2, float wsum) {
#if (defined(_M_SSE) || PPSSPP_ARCH(ARM64_NEON)) && !PPSSPP_ARCH(X86)
return Vec4<int>(InterpolateI(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum));
#else
return ((c0.Cast<float>() * w0 + c1.Cast<float>() * w1 + c2.Cast<float>() * w2) * wsum).Cast<int>();
#endif
}
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) {
#if (defined(_M_SSE) || PPSSPP_ARCH(ARM64_NEON)) && !PPSSPP_ARCH(X86)
return Vec3<int>(InterpolateI(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum));
#else
return ((c0.Cast<float>() * w0 + c1.Cast<float>() * w1 + c2.Cast<float>() * w2) * wsum).Cast<int>();
#endif
}
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) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
__m128 v = _mm_mul_ps(w0.vec, _mm_set1_ps(c0));
v = _mm_add_ps(v, _mm_mul_ps(w1.vec, _mm_set1_ps(c1)));
v = _mm_add_ps(v, _mm_mul_ps(w2.vec, _mm_set1_ps(c2)));
return _mm_mul_ps(v, wsum_recip.vec);
#elif PPSSPP_ARCH(ARM64_NEON)
float32x4_t v = vmulq_f32(w0.vec, vdupq_n_f32(c0));
v = vaddq_f32(v, vmulq_f32(w1.vec, vdupq_n_f32(c1)));
v = vaddq_f32(v, vmulq_f32(w2.vec, vdupq_n_f32(c2)));
return vmulq_f32(v, wsum_recip.vec);
#else
return (w0 * c0 + w1 * c1 + w2 * c2) * wsum_recip;
#endif
}
static inline Vec4<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) {
return Interpolate(c0, c1, c2, w0.Cast<float>(), w1.Cast<float>(), w2.Cast<float>(), wsum_recip);
}
void ComputeRasterizerState(RasterizerState *state, BinManager *binner) {
ComputePixelFuncID(&state->pixelID);
state->drawPixel = Rasterizer::GetSingleFunc(state->pixelID, binner);
state->enableTextures = gstate.isTextureMapEnabled() && !state->pixelID.clearMode;
if (state->enableTextures) {
ComputeSamplerID(&state->samplerID);
state->linear = Sampler::GetLinearFunc(state->samplerID, binner);
state->nearest = Sampler::GetNearestFunc(state->samplerID, binner);
// Since the definitions are the same, just force this setting using the func pointer.
if (g_Config.iTexFiltering == TEX_FILTER_FORCE_LINEAR) {
state->nearest = state->linear;
} else if (g_Config.iTexFiltering == TEX_FILTER_FORCE_NEAREST) {
state->linear = state->nearest;
}
state->maxTexLevel = state->samplerID.hasAnyMips ? gstate.getTextureMaxLevel() : 0;
GETextureFormat texfmt = state->samplerID.TexFmt();
for (uint8_t i = 0; i <= state->maxTexLevel; i++) {
u32 texaddr = gstate.getTextureAddress(i);
state->texaddr[i] = texaddr;
state->texbufw[i] = (uint16_t)GetTextureBufw(i, texaddr, texfmt);
if (Memory::IsValidTextureAddress(texaddr)) {
u32 offset;
if (IsPPGEAtlasFakeAddress(texaddr, &offset)) {
state->texptr[i] = PPGeAtlasGetData() + offset;
} else {
state->texptr[i] = Memory::GetPointerUnchecked(texaddr);
}
} else {
state->texptr[i] = nullptr;
}
}
state->textureLodSlope = gstate.getTextureLodSlope();
state->texLevelMode = gstate.getTexLevelMode();
state->texLevelOffset = (int8_t)gstate.getTexLevelOffset16();
state->mipFilt = gstate.isMipmapFilteringEnabled();
state->minFilt = gstate.isMinifyFilteringEnabled();
state->magFilt = gstate.isMagnifyFilteringEnabled();
state->textureProj = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
if (state->textureProj) {
// We may be able to optimize this off. This is actually kinda common.
const bool qZeroST = gstate.tgenMatrix[2] == 0.0f && gstate.tgenMatrix[5] == 0.0f;
const bool qZeroQ = gstate.tgenMatrix[8] == 0.0f;
// Two common cases: the source q factor is zero, OR source is UV.
const bool qFactorZero = gstate.getUVProjMode() == GE_PROJMAP_UV;
if (qZeroST && (qZeroQ || qFactorZero) && gstate.tgenMatrix[11] == 1.0f) {
state->textureProj = false;
}
}
}
state->shadeGouraud = !gstate.isModeClear() && gstate.getShadeMode() == GE_SHADE_GOURAUD;
state->throughMode = gstate.isModeThrough();
state->antialiasLines = gstate.isAntiAliasEnabled();
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
DisplayList currentList{};
if (gpu)
gpu->GetCurrentDisplayList(currentList);
state->listPC = currentList.pc;
#endif
}
static inline void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, bool useColor) {
if (useColor) {
if ((v0.color0 & 0x00FFFFFF) != 0x00FFFFFF)
state->flags |= RasterizerStateFlags::VERTEX_NON_FULL_WHITE;
uint8_t alpha = v0.color0 >> 24;
if (alpha != 0)
state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO;
if (alpha != 0xFF)
state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_FULL;
}
if (!(v0.fogdepth >= 255.0f / 256.0f))
state->flags |= RasterizerStateFlags::VERTEX_HAS_FOG;
}
void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0) {
CalculateRasterStateFlags(state, v0, true);
}
void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, bool forceFlat) {
CalculateRasterStateFlags(state, v0, !forceFlat && state->shadeGouraud);
CalculateRasterStateFlags(state, v1, true);
}
void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, const VertexData &v2) {
CalculateRasterStateFlags(state, v0, state->shadeGouraud);
CalculateRasterStateFlags(state, v1, state->shadeGouraud);
CalculateRasterStateFlags(state, v2, true);
}
static inline int OptimizePixelIDFlags(const RasterizerStateFlags &flags) {
return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_PIXELID;
}
static inline int OptimizeSamplerIDFlags(const RasterizerStateFlags &flags) {
return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_SAMPLERID;
}
static inline int OptimizeAllFlags(const RasterizerStateFlags &flags) {
return OptimizePixelIDFlags(flags) | OptimizeSamplerIDFlags(flags);
}
static inline RasterizerStateFlags ClearFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &mask) {
int clearBits = (int)flags & (int)mask;
return (RasterizerStateFlags)((int)flags & ~clearBits);
}
static inline RasterizerStateFlags ReplacePixelIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) {
RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_PIXELID);
return updated | (RasterizerStateFlags)OptimizePixelIDFlags(replace);
}
static inline RasterizerStateFlags ReplaceSamplerIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) {
RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_SAMPLERID);
return updated | (RasterizerStateFlags)OptimizeSamplerIDFlags(replace);
}
static bool CheckClutAlphaFull(RasterizerState *state) {
// We only need to check it once.
if (state->flags & RasterizerStateFlags::CLUT_ALPHA_CHECKED)
return !(state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_FULL);
// For now, let's keep things simple.
const SamplerID &samplerID = state->samplerID;
if (samplerID.hasClutOffset || !samplerID.useSharedClut)
return false;
uint32_t count = samplerID.TexFmt() == GE_TFMT_CLUT4 ? 16 : 256;
if (samplerID.hasClutMask)
count = std::min(count, ((samplerID.cached.clutFormat >> 8) & 0xFF) + 1);
u32 alphaSum = 0xFFFFFFFF;
if (samplerID.ClutFmt() == GE_CMODE_32BIT_ABGR8888) {
CheckMask32((const uint32_t *)samplerID.cached.clut, count, &alphaSum);
} else {
CheckMask16((const uint16_t *)samplerID.cached.clut, count, &alphaSum);
}
bool onlyFull = true;
switch (samplerID.ClutFmt()) {
case GE_CMODE_16BIT_BGR5650:
break;
case GE_CMODE_16BIT_ABGR5551:
onlyFull = (alphaSum & 0x8000) != 0;
break;
case GE_CMODE_16BIT_ABGR4444:
onlyFull = (alphaSum & 0xF000) == 0xF000;
break;
case GE_CMODE_32BIT_ABGR8888:
onlyFull = (alphaSum & 0xFF000000) == 0xFF000000;
break;
}
// Might just be different patterns, but if alphaSum != 0, it can't contain zero.
if (alphaSum != 0)
state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_ZERO;
if (!onlyFull)
state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_FULL;
state->flags |= RasterizerStateFlags::CLUT_ALPHA_CHECKED;
return onlyFull;
}
static RasterizerStateFlags DetectStateOptimizations(RasterizerState *state) {
// Note: all optimizations must be undoable.
RasterizerStateFlags optimize = RasterizerStateFlags::NONE;
auto &pixelID = state->pixelID;
auto &samplerID = state->samplerID;
bool alphaZero = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO);
bool alphaFull = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_FULL);
bool needTextureAlpha = state->enableTextures && samplerID.useTextureAlpha;
if (!pixelID.clearMode) {
auto &cached = pixelID.cached;
bool alphaBlend = pixelID.alphaBlend || (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_OFF);
if (needTextureAlpha && alphaBlend && alphaFull) {
bool usesClut = (samplerID.texfmt & 4) != 0;
if (usesClut && CheckClutAlphaFull(state))
needTextureAlpha = false;
}
if (alphaBlend && !needTextureAlpha) {
PixelBlendFactor src = pixelID.AlphaBlendSrc();
PixelBlendFactor dst = pixelID.AlphaBlendDst();
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
src = PixelBlendFactor::SRCALPHA;
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
dst = PixelBlendFactor::INVSRCALPHA;
// Okay, we may be able to convert this to a fixed value.
if (alphaZero || alphaFull) {
// If it was already set and we still can, set it again.
if (src == PixelBlendFactor::SRCALPHA)
optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_SRC;
if (dst == PixelBlendFactor::INVSRCALPHA)
optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_DST;
}
if (alphaFull && (src == PixelBlendFactor::SRCALPHA || src == PixelBlendFactor::ONE) && (dst == PixelBlendFactor::INVSRCALPHA || dst == PixelBlendFactor::ZERO)) {
optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_OFF;
}
}
if (alphaBlend && (needTextureAlpha || !alphaFull)) {
// Okay, we're blending, and we need to. Are we alpha testing?
GEComparison alphaTestFunc = pixelID.AlphaTestFunc();
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE)
alphaTestFunc = GE_COMP_NOTEQUAL;
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT)
alphaTestFunc = GE_COMP_GREATER;
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON)
alphaTestFunc = GE_COMP_ALWAYS;
PixelBlendFactor src = pixelID.AlphaBlendSrc();
PixelBlendFactor dst = pixelID.AlphaBlendDst();
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
src = PixelBlendFactor::SRCALPHA;
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
dst = PixelBlendFactor::INVSRCALPHA;
if (alphaTestFunc == GE_COMP_ALWAYS && src == PixelBlendFactor::SRCALPHA && dst == PixelBlendFactor::INVSRCALPHA) {
bool usesClut = (samplerID.texfmt & 4) != 0;
bool couldHaveZeroTexAlpha = true;
if (usesClut && CheckClutAlphaFull(state))
couldHaveZeroTexAlpha = false;
if (state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_ZERO)
couldHaveZeroTexAlpha = false;
// Blending is expensive, since we read the target. Force alpha testing on.
if (!pixelID.depthWrite && !pixelID.stencilTest && 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->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
return vertex.x < line1.x + (line2.x - line1.x) * (vertex.y - line1.y) / (line2.y - line1.y);
}
}
// 15 significant bits, truncated: what a UV plane keeps of a lone value (gpu/probe exp83).
static inline float TruncateTexCoord(float f) {
u32 bits;
memcpy(&bits, &f, 4);
bits &= 0xFFFFFE00;
memcpy(&f, &bits, 4);
return f;
}
// 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);
}
// Produces a signed 1.27.4 value.
static int TexLog2(float delta) {
union FloatBits {
float f;
u32 u;
};
FloatBits f;
f.f = delta;
// Use the exponent as the tex level, and the top mantissa bits for a frac.
// We can't support more than 4 bits of frac, so truncate.
int useful = (f.u >> 19) & 0x0FFF;
// Now offset so the exponent aligns with log2f (exp=127 is 0.)
return useful - 127 * 16;
}
// q is 1 / w at the pixel, as the GE interpolates it (UVPlanes).
static inline void CalculateSamplingParams(const float ds, const float dt, float q, const RasterizerState &state, int &level, int &levelFrac, bool &filt) {
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:
detail = TexLog2(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 + TexLog2(state.textureLodSlope) - TexLog2(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;
}
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 = s[1] - s[0];
float dt = t[2] - t[0];
int level;
int levelFrac;
bool bilinear;
const bool perPixel = state.TexLevelMode() == GE_TEXLEVEL_MODE_SLOPE;
if (!perPixel)
CalculateSamplingParams(ds, dt, 0.0f, state, level, levelFrac, bilinear);
PROFILE_THIS_SCOPE("sampler");
for (int i = 0; i < 4; ++i) {
if (mask[i] >= 0) {
if (perPixel)
CalculateSamplingParams(ds, dt, q[i], state, level, levelFrac, bilinear);
prim_color[i] = ApplyTexturing(s[i], t[i], ToVec4IntArg(prim_color[i]), level, levelFrac, bilinear, state);
}
}
}
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)
// Tried using flags from maskbits to skip dwords... seemed neutral.
__m128i refz = _mm_cvtsi32_si128(*(u32 *)depthbuf.Get16Ptr(x, y, stride));
refz = _mm_unpacklo_epi32(refz, _mm_cvtsi32_si128(*(u32 *)depthbuf.Get16Ptr(x, y + 1, stride)));
refz = _mm_unpacklo_epi16(refz, _mm_setzero_si128());
#else
Vec4<int> refz(depthbuf.Get16(x, y, stride), depthbuf.Get16(x + 1, y, stride), depthbuf.Get16(x, y + 1, stride), depthbuf.Get16(x + 1, y + 1, 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> StepX(const Vec4<int> &w);
inline Vec4<int> StepY(const Vec4<int> &w);
inline void NarrowMinMaxX(const Vec4<int> &w, int64_t minX, int64_t &rowMinX, int64_t &rowMaxX);
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).
static constexpr int centerOff = SCREEN_SCALE_FACTOR / 2;
static constexpr int centerPlus1 = SCREEN_SCALE_FACTOR + centerOff;
Vec4<int> initX = Vec4<int>::AssignToAll(origin.x) + Vec4<int>(centerOff, centerPlus1, centerOff, centerPlus1);
Vec4<int> initY = Vec4<int>::AssignToAll(origin.y) + Vec4<int>(centerOff, centerOff, centerPlus1, centerPlus1);
// 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 * 2);
stepY = Vec4<int>::AssignToAll(yf * SCREEN_SCALE_FACTOR * 2);
#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>::StepX(const Vec4<int> &w) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
return _mm_add_epi32(w.ivec, stepX.ivec);
#elif PPSSPP_ARCH(ARM64_NEON)
return vaddq_s32(w.ivec, stepX.ivec);
#else
return w + stepX;
#endif
}
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 int SOFTRAST_CALL MaxWeightSSE4(__m128i w) {
__m128i max2 = _mm_max_epi32(w, _mm_shuffle_epi32(w, _MM_SHUFFLE(3, 2, 3, 2)));
__m128i max1 = _mm_max_epi32(max2, _mm_shuffle_epi32(max2, _MM_SHUFFLE(1, 1, 1, 1)));
return _mm_cvtsi128_si32(max1);
}
#endif
template <bool useSSE4>
void TriangleEdge<useSSE4>::NarrowMinMaxX(const Vec4<int> &w, int64_t minX, int64_t &rowMinX, int64_t &rowMaxX) {
int wmax;
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
if constexpr (useSSE4) {
wmax = MaxWeightSSE4(w.ivec);
} else {
wmax = std::max(std::max(w.x, w.y), std::max(w.z, w.w));
}
#elif PPSSPP_ARCH(ARM64_NEON)
int32x2_t wmax_temp = vpmax_s32(vget_low_s32(w.ivec), vget_high_s32(w.ivec));
wmax = vget_lane_s32(vpmax_s32(wmax_temp, wmax_temp), 0);
#else
wmax = std::max(std::max(w.x, w.y), std::max(w.z, w.w));
#endif
if (wmax < 0) {
if (stepX.x > 0) {
int steps = -wmax / stepX.x;
rowMinX = std::max(rowMinX, minX + steps * SCREEN_SCALE_FACTOR * 2);
} else if (stepX.x <= 0) {
rowMinX = rowMaxX + 1;
}
}
if (wmax >= 0 && stepX.x < 0) {
int steps = (-wmax / stepX.x) + 1;
rowMaxX = std::min(rowMaxX, minX + steps * SCREEN_SCALE_FACTOR * 2);
}
}
#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;
}
static inline Vec4<int> MakeMask(const Vec4<int> &w0, const Vec4<int> &w1, const Vec4<int> &w2, const Vec4<int> &bias0, const Vec4<int> &bias1, const Vec4<int> &bias2, const Vec4<int> &scissor) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
__m128i biased0 = _mm_add_epi32(w0.ivec, bias0.ivec);
__m128i biased1 = _mm_add_epi32(w1.ivec, bias1.ivec);
__m128i biased2 = _mm_add_epi32(w2.ivec, bias2.ivec);
return _mm_or_si128(_mm_or_si128(biased0, _mm_or_si128(biased1, biased2)), scissor.ivec);
#elif PPSSPP_ARCH(ARM64_NEON)
int32x4_t biased0 = vaddq_s32(w0.ivec, bias0.ivec);
int32x4_t biased1 = vaddq_s32(w1.ivec, bias1.ivec);
int32x4_t biased2 = vaddq_s32(w2.ivec, bias2.ivec);
return vorrq_s32(vorrq_s32(biased0, vorrq_s32(biased1, biased2)), scissor.ivec);
#else
return (w0 + bias0) | (w1 + bias1) | (w2 + bias2) | scissor;
#endif
}
#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 GE's reciprocal for triangle setup (gpu/probe exp38-41): a 16-bit significand index, 256 segments,
// each linear over its low 8 bits, q = (2K + M * x) >> 8. Not the same table as the one for z/w.
struct GESetupRecipSegment {
int32_t k;
int32_t m;
};
static const GESetupRecipSegment geSetupRecip[256] = {
{ 8388735, -257 }, { 8355952, -254 }, { 8323568, -252 }, { 8291440, -250 },
{ 8259552, -248 }, { 8227904, -246 }, { 8196496, -244 }, { 8165328, -242 },
{ 8134400, -240 }, { 8103696, -238 }, { 8073232, -237 }, { 8043008, -235 },
{ 8012992, -233 }, { 7983200, -231 }, { 7953632, -230 }, { 7924288, -228 },
{ 7895152, -226 }, { 7866240, -225 }, { 7837520, -223 }, { 7809024, -221 },
{ 7780736, -220 }, { 7752640, -218 }, { 7724752, -217 }, { 7697072, -215 },
{ 7669584, -213 }, { 7642288, -212 }, { 7615184, -210 }, { 7588272, -209 },
{ 7561552, -208 }, { 7535024, -206 }, { 7508672, -205 }, { 7482512, -203 },
{ 7456528, -202 }, { 7430736, -200 }, { 7405104, -199 }, { 7379664, -198 },
{ 7354384, -196 }, { 7329280, -195 }, { 7304352, -194 }, { 7279552, -192 },
{ 7255008, -191 }, { 7230576, -190 }, { 7206320, -188 }, { 7182208, -187 },
{ 7158272, -186 }, { 7134496, -185 }, { 7110864, -183 }, { 7087392, -182 },
{ 7064080, -181 }, { 7040928, -180 }, { 7017920, -179 }, { 6995056, -178 },
{ 6972336, -176 }, { 6949776, -175 }, { 6927360, -174 }, { 6905088, -173 },
{ 6882960, -172 }, { 6860960, -171 }, { 6839104, -170 }, { 6817408, -169 },
{ 6795824, -168 }, { 6774384, -166 }, { 6753088, -165 }, { 6731920, -164 },
{ 6710880, -163 }, { 6689968, -162 }, { 6669200, -161 }, { 6648544, -160 },
{ 6628032, -159 }, { 6607632, -158 }, { 6587360, -157 }, { 6567216, -156 },
{ 6547200, -155 }, { 6527296, -154 }, { 6507520, -154 }, { 6487856, -153 },
{ 6468320, -152 }, { 6448896, -151 }, { 6429584, -150 }, { 6410384, -149 },
{ 6391312, -148 }, { 6372352, -147 }, { 6353488, -146 }, { 6334752, -145 },
{ 6316128, -145 }, { 6297600, -144 }, { 6279184, -143 }, { 6260880, -142 },
{ 6242672, -141 }, { 6224576, -140 }, { 6206592, -140 }, { 6188704, -139 },
{ 6170928, -138 }, { 6153248, -137 }, { 6135664, -136 }, { 6118176, -136 },
{ 6100800, -135 }, { 6083520, -134 }, { 6066336, -133 }, { 6049248, -133 },
{ 6032256, -132 }, { 6015360, -131 }, { 5998544, -130 }, { 5981840, -130 },
{ 5965232, -129 }, { 5948799, -129 }, { 5932287, -129 }, { 5915920, -127 },
{ 5899680, -126 }, { 5883504, -125 }, { 5867440, -125 }, { 5851440, -124 },
{ 5835552, -123 }, { 5819728, -123 }, { 5804000, -122 }, { 5788352, -121 },
{ 5772800, -121 }, { 5757328, -120 }, { 5741920, -119 }, { 5726608, -119 },
{ 5711392, -118 }, { 5696240, -118 }, { 5681168, -117 }, { 5666176, -116 },
{ 5651264, -116 }, { 5636432, -115 }, { 5621680, -114 }, { 5606992, -114 },
{ 5592400, -113 }, { 5577872, -113 }, { 5563424, -112 }, { 5549040, -112 },
{ 5534736, -111 }, { 5520512, -110 }, { 5506368, -110 }, { 5492272, -109 },
{ 5478272, -109 }, { 5464320, -108 }, { 5450464, -108 }, { 5436656, -107 },
{ 5422928, -106 }, { 5409264, -106 }, { 5395680, -105 }, { 5382160, -105 },
{ 5368704, -104 }, { 5355312, -104 }, { 5341984, -103 }, { 5328736, -103 },
{ 5315552, -102 }, { 5302416, -102 }, { 5289360, -101 }, { 5276368, -101 },
{ 5263440, -100 }, { 5250560, -100 }, { 5237760, -99 }, { 5225008, -99 },
{ 5212336, -98 }, { 5199712, -98 }, { 5187152, -97 }, { 5174656, -97 },
{ 5162208, -96 }, { 5149824, -96 }, { 5137504, -96 }, { 5125248, -95 },
{ 5113056, -95 }, { 5100896, -94 }, { 5088816, -94 }, { 5076784, -93 },
{ 5064816, -93 }, { 5052896, -92 }, { 5041040, -92 }, { 5029232, -92 },
{ 5017472, -91 }, { 5005776, -91 }, { 4994144, -90 }, { 4982560, -90 },
{ 4971024, -89 }, { 4959536, -89 }, { 4948112, -89 }, { 4936736, -88 },
{ 4925408, -88 }, { 4914144, -87 }, { 4902928, -87 }, { 4891760, -87 },
{ 4880640, -86 }, { 4869568, -86 }, { 4858560, -85 }, { 4847584, -85 },
{ 4836672, -85 }, { 4825792, -84 }, { 4814976, -84 }, { 4804208, -83 },
{ 4793488, -83 }, { 4782800, -83 }, { 4772176, -82 }, { 4761600, -82 },
{ 4751056, -82 }, { 4740576, -81 }, { 4730128, -81 }, { 4719744, -81 },
{ 4709392, -80 }, { 4699088, -80 }, { 4688816, -79 }, { 4678608, -79 },
{ 4668432, -79 }, { 4658304, -78 }, { 4648224, -78 }, { 4638192, -78 },
{ 4628192, -77 }, { 4618240, -77 }, { 4608320, -77 }, { 4598464, -76 },
{ 4588640, -76 }, { 4578848, -76 }, { 4569104, -75 }, { 4559408, -75 },
{ 4549744, -75 }, { 4540128, -74 }, { 4530544, -74 }, { 4521008, -74 },
{ 4511520, -74 }, { 4502048, -73 }, { 4492640, -73 }, { 4483264, -73 },
{ 4473920, -72 }, { 4464608, -72 }, { 4455360, -72 }, { 4446128, -71 },
{ 4436944, -71 }, { 4427792, -71 }, { 4418688, -71 }, { 4409616, -70 },
{ 4400576, -70 }, { 4391568, -70 }, { 4382608, -69 }, { 4373680, -69 },
{ 4364800, -69 }, { 4355936, -69 }, { 4347120, -68 }, { 4338336, -68 },
{ 4329600, -68 }, { 4320880, -67 }, { 4312208, -67 }, { 4303568, -67 },
{ 4294960, -67 }, { 4286384, -66 }, { 4277840, -66 }, { 4269344, -66 },
{ 4260880, -66 }, { 4252432, -65 }, { 4244032, -65 }, { 4235664, -65 },
{ 4227328, -65 }, { 4219008, -64 }, { 4210752, -64 }, { 4202496, -64 },
};
// 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 the reciprocal
// above, 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;
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 = 63;
while (!(absDet >> e))
--e;
const int index = (int)((absDet << 16) >> e) - 65536;
const GESetupRecipSegment &seg = geSetupRecip[index >> 8];
const int64_t q = (2 * (int64_t)seg.k + seg.m * (index & 255)) >> 8;
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) {
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;
int shiftS, shiftT, shiftQ;
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 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);
}
planes.shiftS = SharedShift(s);
planes.shiftT = SharedShift(t);
planes.shiftQ = SharedShift(q);
planes.s = FixedPlane(X, Y, s, planes.shiftS);
planes.t = FixedPlane(X, Y, t, planes.shiftT);
planes.q = FixedPlane(X, Y, q, planes.shiftQ);
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);
}
// u = s * R(q) keeps 24 significant bits, truncated: a float32 product without rounding, not a float24
// (gpu/probe exp82: 23 or 24 bits match, 22 and 25 don't).
static inline float UVProduct(double d) {
uint64_t bits;
memcpy(&bits, &d, sizeof(bits));
if (((bits >> 52) & 0x7FF) != 0x7FF) {
bits &= ~((1ULL << (52 - 23)) - 1);
}
memcpy(&d, &bits, sizeof(d));
return (float)d;
}
static inline void GetTextureCoordinatesGE(const UVPlanes &planes, int64_t centerX, int64_t centerY, Vec4<float> &s, Vec4<float> &t, Vec4<float> &qOut) {
for (int i = 0; i < 4; ++i) {
const int64_t x = centerX + (i & 1) * SCREEN_SCALE_FACTOR, y = centerY + (i >> 1) * SCREEN_SCALE_FACTOR;
const float q = TruncateToFloat24((float)std::ldexp((double)planes.q.At(x, y), -planes.shiftQ));
qOut[i] = q;
if (!(q > 0.0f)) {
s[i] = 0.0f;
t[i] = 0.0f;
continue;
}
const double r = GERecip(q);
s[i] = UVProduct((double)TruncateToFloat24((float)std::ldexp((double)planes.s.At(x, y), -planes.shiftS)) * r);
t[i] = UVProduct((double)TruncateToFloat24((float)std::ldexp((double)planes.t.At(x, y), -planes.shiftT)) * 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;
int64_t minX = x1, maxX = x2, minY = y1, maxY = y2;
ScreenCoords pprime(minX, minY, 0);
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{};
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);
for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR * 2,
w0_base = e0.StepY(w0_base),
w1_base = e1.StepY(w1_base),
w2_base = e2.StepY(w2_base)) {
Vec4<int> w0 = w0_base;
Vec4<int> w1 = w1_base;
Vec4<int> w2 = w2_base;
DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY);
int64_t rowMinX = minX, rowMaxX = maxX;
e0.NarrowMinMaxX(w0, minX, rowMinX, rowMaxX);
e1.NarrowMinMaxX(w1, minX, rowMinX, rowMaxX);
e2.NarrowMinMaxX(w2, minX, rowMinX, rowMaxX);
int skipX = (rowMinX - minX) / (SCREEN_SCALE_FACTOR * 2);
w0 = e0.StepXTimes(w0, skipX);
w1 = e1.StepXTimes(w1, skipX);
w2 = e2.StepXTimes(w2, skipX);
p.x = (p.x + 2 * skipX) & 0x3FF;
// TODO: Maybe we can clip the edges instead?
int scissorYPlus1 = curY + SCREEN_SCALE_FACTOR > maxY ? -1 : 0;
Vec4<int> scissor_mask = Vec4<int>(0, rowMaxX - rowMinX - SCREEN_SCALE_FACTOR, scissorYPlus1, (rowMaxX - rowMinX - SCREEN_SCALE_FACTOR) | scissorYPlus1);
Vec4<int> scissor_step = Vec4<int>(0, -(SCREEN_SCALE_FACTOR * 2), 0, -(SCREEN_SCALE_FACTOR * 2));
for (int64_t curX = rowMinX; curX <= rowMaxX; curX += SCREEN_SCALE_FACTOR * 2,
w0 = e0.StepX(w0),
w1 = e1.StepX(w1),
w2 = e2.StepX(w2),
scissor_mask = scissor_mask + scissor_step,
p.x = (p.x + 2) & 0x3FF) {
// If p is on or inside all edges, render pixel
Vec4<int> mask = MakeMask(w0, w1, w2, bias0, bias1, bias2, scissor_mask);
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.
const int64_t z00 = depthPlane.base + depthPlane.kx * (curX + SCREEN_SCALE_FACTOR / 2) + depthPlane.ky * (curY + SCREEN_SCALE_FACTOR / 2);
const int64_t dx = depthPlane.kx * SCREEN_SCALE_FACTOR, dy = depthPlane.ky * SCREEN_SCALE_FACTOR;
z = Vec4<int>((int)(z00 >> 14), (int)((z00 + dx) >> 14), (int)((z00 + dy) >> 14), (int)((z00 + dx + dy) >> 14));
}
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 & 1) * SCREEN_SCALE_FACTOR, centerY + (i >> 1) * SCREEN_SCALE_FACTOR);
}
} 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 & 1) * SCREEN_SCALE_FACTOR, centerY + (i >> 1) * SCREEN_SCALE_FACTOR).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);
if (state.throughMode) {
if (uvPlanes.valid) {
GetTextureCoordinatesGE(uvPlanes, centerX, centerY, s, t, q);
} else {
s = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), w0, w1,
w2, wsum_recip);
t = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), w0, w1,
w2, wsum_recip);
}
// For levels > 0, mipmapping is always based on level 0. Simpler to scale first.
s *= 1.0f / (float) (1 << state.samplerID.width0Shift);
t *= 1.0f / (float) (1 << state.samplerID.height0Shift);
} else if (uvPlanes.valid) {
GetTextureCoordinatesGE(uvPlanes, centerX, centerY, s, t, q);
} else if (state.textureProj) {
// Texture coordinate interpolation must definitely be perspective-correct.
GetTextureCoordinatesProj(v0, v1, v2, w0, w1, w2, wsum_recip, s, t);
} else {
// Texture coordinate interpolation must definitely be perspective-correct.
GetTextureCoordinates(v0, v1, v2, w0, w1, w2, wsum_recip, s, t);
}
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);
}
ApplyTexturing(state, prim_color, mask, s, t, q);
}
}
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 & 1) * SCREEN_SCALE_FACTOR, centerY + (i >> 1) * SCREEN_SCALE_FACTOR), 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 & 1);
subp.y = p.y + (i / 2);
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;
if (minY < entireY1 - 1)
minY += SCREEN_SCALE_FACTOR;
RasterizerState state = OptimizeFlatRasterizerState(rastState, v1);
UVPlanes uvPlanes{};
Vec2f rowST(0.0f, 0.0f);
// Note: this is double the x or y movement.
Vec2f stx(0.0f, 0.0f);
Vec2f sty(0.0f, 0.0f);
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);
}
float diffX = (entireX2 - entireX1 + 1) / (float)SCREEN_SCALE_FACTOR;
float diffY = (entireY2 - entireY1 + 1) / (float)SCREEN_SCALE_FACTOR;
float diffS = tc1.s() - tc0.s();
float diffT = tc1.t() - tc0.t();
if (v0.screenpos.x < v1.screenpos.x) {
if (v0.screenpos.y < v1.screenpos.y) {
// Okay, simple, TL -> BR. S and T move toward v1 with X and Y.
rowST = tc0;
stx = Vec2f(2.0f * diffS / diffX, 0.0f);
sty = Vec2f(0.0f, 2.0f * diffT / diffY);
} else {
// BL to TR, rotated. We start at TL still.
// X moves T (not S) toward v1, and Y moves S away from v1.
rowST = Vec2f(tc1.s(), tc0.t());
stx = Vec2f(0.0f, 2.0f * diffT / diffX);
sty = Vec2f(2.0f * -diffS / diffY, 0.0f);
}
} else {
if (v0.screenpos.y < v1.screenpos.y) {
// TR to BL. Like BL to TR, rotated.
// X moves T (not s) away from v1, and Y moves S toward v1.
rowST = Vec2f(tc0.s(), tc1.t());
stx = Vec2f(0.0f, 2.0f * -diffT / diffX);
sty = Vec2f(2.0f * diffS / diffY, 0.0f);
} else {
// BR to TL, just inverse of TL to BR.
rowST = Vec2f(tc1.s(), tc1.t());
stx = Vec2f(2.0f * -diffS / diffX, 0.0f);
sty = Vec2f(0.0f, 2.0f * -diffT / diffY);
}
}
// Okay, now move ST to the minX, minY position.
rowST += (stx / (float)(SCREEN_SCALE_FACTOR * 2)) * (minX - entireX1 + 1);
rowST += (sty / (float)(SCREEN_SCALE_FACTOR * 2)) * (minY - entireY1 + 1);
// The GE interpolates sprite UVs with the same planes as triangles (gpu/probe exp57: exact in
// through mode and at w = 1, 96.7% at other w). Corners: top left, top right, bottom left.
const bool right = v0.screenpos.x < v1.screenpos.x, down = v0.screenpos.y < v1.screenpos.y;
const float u[3] = {
right == down ? (right ? tc0.s() : tc1.s()) : (right ? tc1.s() : tc0.s()),
right == down ? (right ? tc1.s() : tc0.s()) : (right ? tc1.s() : tc0.s()),
right == down ? (right ? tc0.s() : tc1.s()) : (right ? tc0.s() : tc1.s()),
};
const float v[3] = {
right == down ? (right ? tc0.t() : tc1.t()) : (right ? tc0.t() : tc1.t()),
right == down ? (right ? tc0.t() : tc1.t()) : (right ? tc1.t() : tc0.t()),
right == down ? (right ? tc1.t() : tc0.t()) : (right ? tc0.t() : tc1.t()),
};
const float w = state.throughMode ? 1.0f : v1.clipw;
const float ws[3] = { w, w, w };
const int64_t left = std::min(v0.screenpos.x, v1.screenpos.x), top = std::min(v0.screenpos.y, v1.screenpos.y);
const int64_t X[3] = { left, std::max(v0.screenpos.x, v1.screenpos.x), left };
const int64_t Y[3] = { top, top, std::max(v0.screenpos.y, v1.screenpos.y) };
uvPlanes = ComputeUVPlanes(X, Y, u, v, ws);
}
// And now what we add to spread out to 4 values.
const Vec4f sto4(0.0f, 0.5f * stx.s(), 0.5f * sty.s(), 0.5f * stx.s() + 0.5f * sty.s());
const Vec4f tto4(0.0f, 0.5f * stx.t(), 0.5f * sty.t(), 0.5f * stx.t() + 0.5f * sty.t());
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
for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR * 2, rowST += sty) {
DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY);
int scissorY2 = curY + SCREEN_SCALE_FACTOR > maxY ? -1 : 0;
Vec4<int> scissor_mask = Vec4<int>(0, maxX - minX - SCREEN_SCALE_FACTOR, scissorY2, (maxX - minX - SCREEN_SCALE_FACTOR) | scissorY2);
Vec4<int> scissor_step = Vec4<int>(0, -(SCREEN_SCALE_FACTOR * 2), 0, -(SCREEN_SCALE_FACTOR * 2));
Vec2f st = rowST;
for (int64_t curX = minX; curX <= maxX; curX += SCREEN_SCALE_FACTOR * 2,
st += stx,
scissor_mask += scissor_step,
p.x = (p.x + 2) & 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;
int x = p.x + (i & 1);
int y = p.y + (i / 2);
if (!CheckDepthTestPassed(state.pixelID.DepthTestFunc(), x, y, state.pixelID.cached.depthbufStride, z[i])) {
mask[i] = -1;
}
}
}
if (state.enableTextures) {
Vec4<float> s, t;
Vec4<float> q = Vec4<float>::AssignToAll(1.0f / v1.clipw);
if (uvPlanes.valid) {
// Pixel centers are at 16k + 7 here, the GE's at 16k + 8.
GetTextureCoordinatesGE(uvPlanes, curX + 1, curY + 1, s, t, q);
} else {
s = Vec4<float>::AssignToAll(st.s()) + sto4;
t = Vec4<float>::AssignToAll(st.t()) + tto4;
}
ApplyTexturing(state, prim_color, mask, s, t, q);
}
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 & 1);
subp.y = p.y + (i / 2);
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 = TruncateTexCoord(s) * (1.0f / (float)(1 << state.samplerID.width0Shift));
t = TruncateTexCoord(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.
if ((z & 0xFF) == (z >> 8)) {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
u16 *row = depthbuf.Get16Ptr(p.x, p.y, stride);
memset(row, z, w * 2);
}
} 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: 312 of 320 random lines exact; a few
// lines with an end exactly on a diamond's edge differ): 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
};
static bool InLineDiamond(int64_t cx, int64_t cy, int64_t x, int64_t y) {
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;
// On the edge: the top corner, the edges either side of it, and the left corner are inside.
return dy < 0 || (dy == 0 && dx < 0);
}
// 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) {
// 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 dyN < 0 || (dyN == 0 && dxN < 0);
}
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;
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))
continue;
if (InLineDiamond(cx, cy, x0, y0) || LineCrossesDiamond(cx, cy, x0, y0, x1, y1)) {
const float t = std::clamp((float)(ac - a0) / (float)(a1 - a0), 0.0f, 1.0f);
out.push_back({ (int)px, (int)py, t });
}
}
}
}
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;
double zinc = (double)dz / 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;
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;
const double z = a.z + lp.t * dz;
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) {
prim_color = (v0_c0 * (steps - i) + v1_c0 * i) / steps1;
sec_color = (v0_c1 * (steps - i) + v1_c1 * i) / steps1;
} else {
prim_color = v1_c0;
sec_color = v1_c1;
}
u8 fog = 255;
if (pixelID.applyFog) {
fog = ClampFogDepth((v0.fogdepth * (float)(steps - i) + v1.fogdepth * (float)i) / steps1);
}
if (state.antialiasLines) {
// TODO: Clearmode?
// TODO: Calculate.
prim_color.a() = 0x7F;
}
if (state.enableTextures) {
float s, s1;
float t, t1;
if (state.throughMode) {
Vec2<float> tc = (v0.texturecoords.uv() * (float)(steps - i) + v1.texturecoords.uv() * (float)i) / steps1;
Vec2<float> tc1 = (v0.texturecoords.uv() * (float)(steps - 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 (state.textureProj) {
GetTextureCoordinatesProj(v0, v1, (float)(steps - i) / steps1, s, t);
GetTextureCoordinatesProj(v0, v1, (float)(steps - i - 1) / steps1, s1, t1);
} else {
// Texture coordinate interpolation must definitely be perspective-correct.
GetTextureCoordinates(v0, v1, (float)(steps - i) / steps1, s, t);
GetTextureCoordinates(v0, v1, (float)(steps - 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