Files
ppsspp/GPU/Software/Rasterizer.cpp
T
Henrik RydgårdandClaude Opus 5.5 10f5de6ded SoftGPU: Find each edge's row bounds once
The coverage and the drawn range took the same three edge bounds, each a
64-bit division. 1% fewer cycles in God of War.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 10:34:39 +02:00

2825 lines
113 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/GEMath.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/Sampler.h"
#include "GPU/Software/SoftGpu.h"
#include "GPU/Software/TransformUnit.h"
#include "Common/Math/SIMDHeaders.h"
// For the SSE4 stuff
#if PPSSPP_ARCH(SSE2)
#include <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->drawSpan = Rasterizer::GetSpanFunc(state->pixelID, state->drawPixel);
state->enableTextures = gstate.isTextureMapEnabled() && !state->pixelID.clearMode;
if (state->enableTextures) {
ComputeSamplerID(&state->samplerID);
state->linear = Sampler::GetLinearFunc(state->samplerID, binner);
state->nearest = Sampler::GetNearestFunc(state->samplerID, binner);
// Since the definitions are the same, just force this setting using the func pointer.
if (g_Config.iTexFiltering == TEX_FILTER_FORCE_LINEAR) {
state->nearest = state->linear;
} else if (g_Config.iTexFiltering == TEX_FILTER_FORCE_NEAREST) {
state->linear = state->nearest;
}
state->linearQuad = Sampler::GetLinearQuadFunc(state->samplerID, state->linear);
state->maxTexLevel = state->samplerID.hasAnyMips ? gstate.getTextureMaxLevel() : 0;
GETextureFormat texfmt = state->samplerID.TexFmt();
for (uint8_t i = 0; i <= state->maxTexLevel; i++) {
u32 texaddr = gstate.getTextureAddress(i);
state->texaddr[i] = texaddr;
state->texbufw[i] = (uint16_t)GetTextureBufw(i, texaddr, texfmt);
if (Memory::IsValidTextureAddress(texaddr)) {
u32 offset;
if (IsPPGEAtlasFakeAddress(texaddr, &offset)) {
state->texptr[i] = PPGeAtlasGetData() + offset;
} else {
state->texptr[i] = Memory::GetPointerUnchecked(texaddr);
}
} else {
state->texptr[i] = nullptr;
}
}
state->textureLodSlope = gstate.getTextureLodSlope();
state->texLevelMode = gstate.getTexLevelMode();
state->texLevelOffset = (int8_t)gstate.getTexLevelOffset16();
state->mipFilt = gstate.isMipmapFilteringEnabled();
state->minFilt = gstate.isMinifyFilteringEnabled();
state->magFilt = gstate.isMagnifyFilteringEnabled();
state->textureProj = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
if (state->textureProj) {
// We may be able to optimize this off. This is actually kinda common.
const bool qZeroST = gstate.tgenMatrix[2] == 0.0f && gstate.tgenMatrix[5] == 0.0f;
const bool qZeroQ = gstate.tgenMatrix[8] == 0.0f;
// Two common cases: the source q factor is zero, OR source is UV.
const bool qFactorZero = gstate.getUVProjMode() == GE_PROJMAP_UV;
if (qZeroST && (qZeroQ || qFactorZero) && gstate.tgenMatrix[11] == 1.0f) {
state->textureProj = false;
}
}
}
state->shadeGouraud = !gstate.isModeClear() && gstate.getShadeMode() == GE_SHADE_GOURAUD;
state->throughMode = gstate.isModeThrough();
state->antialiasLines = gstate.isAntiAliasEnabled();
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
DisplayList currentList{};
if (gpu)
gpu->GetCurrentDisplayList(currentList);
state->listPC = currentList.pc;
#endif
}
static inline void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, bool useColor) {
if (useColor) {
if ((v0.color0 & 0x00FFFFFF) != 0x00FFFFFF)
state->flags |= RasterizerStateFlags::VERTEX_NON_FULL_WHITE;
uint8_t alpha = v0.color0 >> 24;
if (alpha != 0)
state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO;
if (alpha != 0xFF)
state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_FULL;
}
if (!(v0.fogdepth >= 255.0f / 256.0f))
state->flags |= RasterizerStateFlags::VERTEX_HAS_FOG;
}
void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0) {
CalculateRasterStateFlags(state, v0, true);
}
void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, bool forceFlat) {
CalculateRasterStateFlags(state, v0, !forceFlat && state->shadeGouraud);
CalculateRasterStateFlags(state, v1, true);
// Antialiased lines replace the alpha with their coverage (DrawLine), anywhere from 0 to 128.
if (state->antialiasLines && !forceFlat)
state->flags |= RasterizerStateFlags::VERTEX_ALPHA_NON_FULL;
}
void CalculateRasterStateFlags(RasterizerState *state, const VertexData &v0, const VertexData &v1, const VertexData &v2) {
CalculateRasterStateFlags(state, v0, state->shadeGouraud);
CalculateRasterStateFlags(state, v1, state->shadeGouraud);
CalculateRasterStateFlags(state, v2, true);
}
static inline int OptimizePixelIDFlags(const RasterizerStateFlags &flags) {
return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_PIXELID;
}
static inline int OptimizeSamplerIDFlags(const RasterizerStateFlags &flags) {
return (int)flags & (int)RasterizerStateFlags::OPTIMIZED_SAMPLERID;
}
static inline int OptimizeAllFlags(const RasterizerStateFlags &flags) {
return OptimizePixelIDFlags(flags) | OptimizeSamplerIDFlags(flags);
}
static inline RasterizerStateFlags ClearFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &mask) {
int clearBits = (int)flags & (int)mask;
return (RasterizerStateFlags)((int)flags & ~clearBits);
}
static inline RasterizerStateFlags ReplacePixelIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) {
RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_PIXELID);
return updated | (RasterizerStateFlags)OptimizePixelIDFlags(replace);
}
static inline RasterizerStateFlags ReplaceSamplerIDFlags(const RasterizerStateFlags &flags, const RasterizerStateFlags &replace) {
RasterizerStateFlags updated = ClearFlags(flags, RasterizerStateFlags::OPTIMIZED_SAMPLERID);
return updated | (RasterizerStateFlags)OptimizeSamplerIDFlags(replace);
}
static bool CheckClutAlphaFull(RasterizerState *state) {
// We only need to check it once.
if (state->flags & RasterizerStateFlags::CLUT_ALPHA_CHECKED)
return !(state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_FULL);
// For now, let's keep things simple.
const SamplerID &samplerID = state->samplerID;
if (samplerID.hasClutOffset || !samplerID.useSharedClut)
return false;
uint32_t count = samplerID.TexFmt() == GE_TFMT_CLUT4 ? 16 : 256;
if (samplerID.hasClutMask)
count = std::min(count, ((samplerID.cached.clutFormat >> 8) & 0xFF) + 1);
u32 alphaSum = 0xFFFFFFFF;
if (samplerID.ClutFmt() == GE_CMODE_32BIT_ABGR8888) {
CheckMask32((const uint32_t *)samplerID.cached.clut, count, &alphaSum);
} else {
CheckMask16((const uint16_t *)samplerID.cached.clut, count, &alphaSum);
}
bool onlyFull = true;
// alphaSum ANDs every entry: alpha bits all entries share mean no entry has zero alpha.
u32 alphaBits = 1;
switch (samplerID.ClutFmt()) {
case GE_CMODE_16BIT_BGR5650:
break;
case GE_CMODE_16BIT_ABGR5551:
alphaBits = alphaSum & 0x8000;
onlyFull = alphaBits != 0;
break;
case GE_CMODE_16BIT_ABGR4444:
alphaBits = alphaSum & 0xF000;
onlyFull = alphaBits == 0xF000;
break;
case GE_CMODE_32BIT_ABGR8888:
alphaBits = alphaSum & 0xFF000000;
onlyFull = alphaBits == 0xFF000000;
break;
}
// Only the alpha bits count: a palette of white with alphas 0, 0x10, ... shares all its RGB bits but
// still contains zero (Ace Combat's subtitle glyphs).
if (alphaBits != 0)
state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_ZERO;
if (!onlyFull)
state->flags |= RasterizerStateFlags::CLUT_ALPHA_NON_FULL;
state->flags |= RasterizerStateFlags::CLUT_ALPHA_CHECKED;
return onlyFull;
}
static RasterizerStateFlags DetectStateOptimizations(RasterizerState *state) {
// Note: all optimizations must be undoable.
RasterizerStateFlags optimize = RasterizerStateFlags::NONE;
auto &pixelID = state->pixelID;
auto &samplerID = state->samplerID;
bool alphaZero = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_ZERO);
bool alphaFull = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_FULL);
bool needTextureAlpha = state->enableTextures && samplerID.useTextureAlpha;
if (!pixelID.clearMode) {
auto &cached = pixelID.cached;
bool alphaBlend = pixelID.alphaBlend || (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_OFF);
if (needTextureAlpha && alphaBlend && alphaFull) {
bool usesClut = (samplerID.texfmt & 4) != 0;
if (usesClut && CheckClutAlphaFull(state))
needTextureAlpha = false;
}
if (alphaBlend && !needTextureAlpha) {
PixelBlendFactor src = pixelID.AlphaBlendSrc();
PixelBlendFactor dst = pixelID.AlphaBlendDst();
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
src = PixelBlendFactor::SRCALPHA;
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
dst = PixelBlendFactor::INVSRCALPHA;
// Okay, we may be able to convert this to a fixed value.
if (alphaZero || alphaFull) {
// If it was already set and we still can, set it again.
if (src == PixelBlendFactor::SRCALPHA)
optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_SRC;
if (dst == PixelBlendFactor::INVSRCALPHA)
optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_DST;
}
if (alphaFull && (src == PixelBlendFactor::SRCALPHA || src == PixelBlendFactor::ONE) && (dst == PixelBlendFactor::INVSRCALPHA || dst == PixelBlendFactor::ZERO)) {
optimize |= RasterizerStateFlags::OPTIMIZED_BLEND_OFF;
}
}
if (alphaBlend && (needTextureAlpha || !alphaFull)) {
// Okay, we're blending, and we need to. Are we alpha testing?
GEComparison alphaTestFunc = pixelID.AlphaTestFunc();
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE)
alphaTestFunc = GE_COMP_NOTEQUAL;
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT)
alphaTestFunc = GE_COMP_GREATER;
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON)
alphaTestFunc = GE_COMP_ALWAYS;
PixelBlendFactor src = pixelID.AlphaBlendSrc();
PixelBlendFactor dst = pixelID.AlphaBlendDst();
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
src = PixelBlendFactor::SRCALPHA;
if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
dst = PixelBlendFactor::INVSRCALPHA;
if (alphaTestFunc == GE_COMP_ALWAYS && src == PixelBlendFactor::SRCALPHA && dst == PixelBlendFactor::INVSRCALPHA) {
bool usesClut = (samplerID.texfmt & 4) != 0;
bool couldHaveZeroTexAlpha = true;
if (usesClut && CheckClutAlphaFull(state))
couldHaveZeroTexAlpha = false;
if (state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_ZERO)
couldHaveZeroTexAlpha = false;
// Blending is expensive, since we read the target. Force alpha testing on.
// Not with dithering: the GE still adds the dither to a zero alpha pixel (Test Drive).
if (!pixelID.depthWrite && !pixelID.stencilTest && !pixelID.dithering && couldHaveZeroTexAlpha)
optimize |= RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON;
}
}
bool applyFog = pixelID.applyFog || (state->flags & RasterizerStateFlags::OPTIMIZED_FOG_OFF);
if (applyFog) {
bool hasFog = state->flags & RasterizerStateFlags::VERTEX_HAS_FOG;
if (!hasFog)
optimize |= RasterizerStateFlags::OPTIMIZED_FOG_OFF;
}
}
if (state->enableTextures) {
bool colorFull = !(state->flags & RasterizerStateFlags::VERTEX_NON_FULL_WHITE);
if (colorFull && (!needTextureAlpha || alphaFull)) {
// Modulate is common, sometimes even with a fixed color. Replace is cheaper.
GETexFunc texFunc = samplerID.TexFunc();
if (state->flags & RasterizerStateFlags::OPTIMIZED_TEXREPLACE)
texFunc = GE_TEXFUNC_MODULATE;
if (texFunc == GE_TEXFUNC_MODULATE)
optimize |= RasterizerStateFlags::OPTIMIZED_TEXREPLACE;
}
bool usesClut = (samplerID.texfmt & 4) != 0;
if (usesClut && alphaFull && samplerID.useTextureAlpha) {
GEComparison alphaTestFunc = pixelID.AlphaTestFunc();
// We optimize > 0 to != 0, so this is especially common.
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE)
alphaTestFunc = GE_COMP_NOTEQUAL;
// > 16, 8, or similar are also very common.
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT)
alphaTestFunc = GE_COMP_GREATER;
if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON)
alphaTestFunc = GE_COMP_ALWAYS;
bool alphaTest = (alphaTestFunc == GE_COMP_NOTEQUAL || alphaTestFunc == GE_COMP_GREATER) && pixelID.alphaTestRef < 0xFF && !state->pixelID.hasAlphaTestMask;
if (alphaTest) {
bool canSkipAlphaTest = CheckClutAlphaFull(state);
if ((state->flags & RasterizerStateFlags::CLUT_ALPHA_NON_ZERO) && pixelID.alphaTestRef == 0)
canSkipAlphaTest = true;
if (canSkipAlphaTest)
optimize |= alphaTestFunc == GE_COMP_NOTEQUAL ? RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE : RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT;
}
}
}
return optimize;
}
static bool ApplyStateOptimizations(RasterizerState *state, const RasterizerStateFlags &optimize) {
bool changed = false;
// Check if we can compile the new funcs before replacing.
if (OptimizePixelIDFlags(state->flags) != OptimizePixelIDFlags(optimize)) {
bool canFull = !(state->flags & RasterizerStateFlags::VERTEX_ALPHA_NON_FULL);
PixelFuncID pixelID = state->pixelID;
if (optimize & RasterizerStateFlags::OPTIMIZED_BLEND_OFF)
pixelID.alphaBlend = false;
else if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_OFF)
pixelID.alphaBlend = true;
if (optimize & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
pixelID.alphaBlendSrc = (uint8_t)(canFull ? PixelBlendFactor::ONE : PixelBlendFactor::ZERO);
else if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_SRC)
pixelID.alphaBlendSrc = (uint8_t)PixelBlendFactor::SRCALPHA;
if (optimize & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
pixelID.alphaBlendDst = (uint8_t)(canFull ? PixelBlendFactor::ZERO : PixelBlendFactor::ONE);
else if (state->flags & RasterizerStateFlags::OPTIMIZED_BLEND_DST)
pixelID.alphaBlendDst = (uint8_t)PixelBlendFactor::INVSRCALPHA;
if (optimize & RasterizerStateFlags::OPTIMIZED_FOG_OFF)
pixelID.applyFog = false;
else if (state->flags & RasterizerStateFlags::OPTIMIZED_FOG_OFF)
pixelID.applyFog = true;
if (optimize & (RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE | RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT))
pixelID.alphaTestFunc = GE_COMP_ALWAYS;
else if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_NE)
pixelID.alphaTestFunc = GE_COMP_NOTEQUAL;
else if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_OFF_GT)
pixelID.alphaTestFunc = GE_COMP_GREATER;
else if (optimize & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON) {
pixelID.alphaTestFunc = GE_COMP_NOTEQUAL;
pixelID.alphaTestRef = 0;
pixelID.hasAlphaTestMask = false;
} else if (state->flags & RasterizerStateFlags::OPTIMIZED_ALPHATEST_ON) {
pixelID.alphaTestFunc = GE_COMP_ALWAYS;
}
SingleFunc drawPixel = Rasterizer::GetSingleFunc(pixelID, nullptr);
// Can't compile during runtime. This failing is a bit of a problem when undoing...
if (drawPixel) {
state->drawPixel = drawPixel;
state->drawSpan = Rasterizer::GetSpanFunc(pixelID, drawPixel);
memcpy(&state->pixelID, &pixelID, sizeof(PixelFuncID));
state->flags = ReplacePixelIDFlags(state->flags, optimize) | RasterizerStateFlags::OPTIMIZED;
changed = true;
}
}
if (OptimizeSamplerIDFlags(state->flags) != OptimizeSamplerIDFlags(optimize)) {
SamplerID samplerID = state->samplerID;
if (optimize & RasterizerStateFlags::OPTIMIZED_TEXREPLACE)
samplerID.texFunc = (uint8_t)GE_TEXFUNC_REPLACE;
else if (state->flags & RasterizerStateFlags::OPTIMIZED_TEXREPLACE)
samplerID.texFunc = (uint8_t)GE_TEXFUNC_MODULATE;
Sampler::LinearFunc linear = Sampler::GetLinearFunc(samplerID, nullptr);
Sampler::LinearFunc nearest = Sampler::GetNearestFunc(samplerID, nullptr);
// Can't compile during runtime. This failing is a bit of a problem when undoing...
if (linear && nearest) {
// Since the definitions are the same, just force this setting using the func pointer.
if (g_Config.iTexFiltering == TEX_FILTER_FORCE_LINEAR) {
state->nearest = linear;
state->linear = linear;
} else if (g_Config.iTexFiltering == TEX_FILTER_FORCE_NEAREST) {
state->nearest = nearest;
state->linear = nearest;
} else {
state->nearest = nearest;
state->linear = linear;
}
memcpy(&state->samplerID, &samplerID, sizeof(SamplerID));
state->linearQuad = Sampler::GetLinearQuadFunc(state->samplerID, state->linear);
state->flags = ReplaceSamplerIDFlags(state->flags, optimize) | RasterizerStateFlags::OPTIMIZED;
changed = true;
}
}
state->lastFlags = state->flags;
return changed;
}
bool OptimizeRasterState(RasterizerState *state) {
if (state->flags == state->lastFlags)
return false;
RasterizerStateFlags optimize = DetectStateOptimizations(state);
// If it was optimized before, just revert and don't churn.
if ((state->flags & RasterizerStateFlags::OPTIMIZED) && OptimizeAllFlags(state->flags) != OptimizeAllFlags(optimize)) {
optimize = RasterizerStateFlags::NONE;
} else if (optimize == RasterizerStateFlags::NONE && !(state->flags & RasterizerStateFlags::OPTIMIZED)) {
state->lastFlags = state->flags;
return false;
}
return ApplyStateOptimizations(state, optimize);
}
RasterizerState OptimizeFlatRasterizerState(const RasterizerState &origState, const VertexData &v1) {
uint8_t alpha = v1.color0 >> 24;
RasterizerState state = origState;
// Sometimes, a particular draw can do better than the overall state.
state.flags = ClearFlags(state.flags, RasterizerStateFlags::VERTEX_FLAT_RESET);
CalculateRasterStateFlags(&state, v1, true);
RasterizerStateFlags optimize = DetectStateOptimizations(&state);
if (OptimizeAllFlags(state.flags) != OptimizeAllFlags(optimize)) {
ApplyStateOptimizations(&state, optimize);
return state;
}
return origState;
}
static inline u8 ClampFogDepth(float fogdepth) {
union FloatBits {
float f;
u32 u;
};
FloatBits f;
f.f = fogdepth;
u32 exp = f.u >> 23;
if ((f.u & 0x80000000) != 0 || exp <= 126 - 8)
return 0;
if (exp > 126)
return 255;
u32 mantissa = (f.u & 0x007FFFFF) | 0x00800000;
return mantissa >> (16 + 126 - exp);
}
static inline void GetTextureCoordinates(const VertexData& v0, const VertexData& v1, const float p, float &s, float &t) {
// Note that for environment mapping, texture coordinates have been calculated during lighting
float q0 = 1.f / v0.clipw;
float q1 = 1.f / v1.clipw;
float wq0 = p * q0;
float wq1 = (1.0f - p) * q1;
float q_recip = 1.0f / (wq0 + wq1);
s = (v0.texturecoords.s() * wq0 + v1.texturecoords.s() * wq1) * q_recip;
t = (v0.texturecoords.t() * wq0 + v1.texturecoords.t() * wq1) * q_recip;
}
static inline void GetTextureCoordinatesProj(const VertexData& v0, const VertexData& v1, const float p, float &s, float &t) {
// This is for texture matrix projection.
float q0 = 1.f / v0.clipw;
float q1 = 1.f / v1.clipw;
float wq0 = p * q0;
float wq1 = (1.0f - p) * q1;
float q_recip = 1.0f / (v0.texturecoords.q() * wq0 + v1.texturecoords.q() * wq1);
s = (v0.texturecoords.s() * wq0 + v1.texturecoords.s() * wq1) * q_recip;
t = (v0.texturecoords.t() * wq0 + v1.texturecoords.t() * wq1) * q_recip;
}
static inline void GetTextureCoordinates(const VertexData &v0, const VertexData &v1, const VertexData &v2, const Vec4<int> &w0, const Vec4<int> &w1, const Vec4<int> &w2, const Vec4<float> &wsum_recip, Vec4<float> &s, Vec4<float> &t) {
// Note that for environment mapping, texture coordinates have been calculated during lighting.
float q0 = 1.f / v0.clipw;
float q1 = 1.f / v1.clipw;
float q2 = 1.f / v2.clipw;
Vec4<float> wq0 = w0.Cast<float>() * q0;
Vec4<float> wq1 = w1.Cast<float>() * q1;
Vec4<float> wq2 = w2.Cast<float>() * q2;
Vec4<float> q_recip = (wq0 + wq1 + wq2).Reciprocal();
s = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), wq0, wq1, wq2, q_recip);
t = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), wq0, wq1, wq2, q_recip);
}
static inline void GetTextureCoordinatesProj(const VertexData &v0, const VertexData &v1, const VertexData &v2, const Vec4<int> &w0, const Vec4<int> &w1, const Vec4<int> &w2, const Vec4<float> &wsum_recip, Vec4<float> &s, Vec4<float> &t) {
// This is for texture matrix projection.
float q0 = 1.f / v0.clipw;
float q1 = 1.f / v1.clipw;
float q2 = 1.f / v2.clipw;
Vec4<float> wq0 = w0.Cast<float>() * q0;
Vec4<float> wq1 = w1.Cast<float>() * q1;
Vec4<float> wq2 = w2.Cast<float>() * q2;
// Here, Interpolate() is a bit suboptimal, since
// there's no need to multiply by 1.0f.
Vec4<float> q_recip = Interpolate(v0.texturecoords.q(), v1.texturecoords.q(), v2.texturecoords.q(), wq0, wq1, wq2, Vec4<float>::AssignToAll(1.0f)).Reciprocal();
s = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), wq0, wq1, wq2, q_recip);
t = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), wq0, wq1, wq2, q_recip);
}
static inline void SetPixelDepth(int x, int y, int stride, u16 value) {
depthbuf.Set16(x, y, stride, value);
}
static inline bool IsRightSideOrFlatBottomLine(const Vec2<int>& vertex, const Vec2<int>& line1, const Vec2<int>& line2)
{
if (line1.y == line2.y) {
// just check if vertex is above us => bottom line parallel to x-axis
return vertex.y < line1.y;
} else {
// check if vertex is on our left => right side
// Exactly: a truncating divide put a vertex 0.2 subpixels left of the line on it, so a pixel center
// on such a thin triangle's right edge counted as inside (Peace Walker ULUS10509).
const int64_t dy = line2.y - line1.y;
const int64_t lhs = (int64_t)(vertex.x - line1.x) * dy;
const int64_t rhs = (int64_t)(line2.x - line1.x) * (vertex.y - line1.y);
return dy > 0 ? lhs < rhs : lhs > rhs;
}
}
// Color doubling applies to the specular (secondary) color too (gpu/probe exp86).
static inline bool DoubleSecondaryColor(const RasterizerState &state) {
return state.enableTextures && state.samplerID.useColorDoubling;
}
static inline Vec4IntResult SOFTRAST_CALL ApplyTexturing(float s, float t, Vec4IntArg prim_color, int texlevel, int frac_texlevel, bool bilinear, const RasterizerState &state) {
const u8 **tptr0 = const_cast<const u8 **>(&state.texptr[texlevel]);
const uint16_t *bufw0 = &state.texbufw[texlevel];
if (!bilinear) {
return state.nearest(s, t, prim_color, tptr0, bufw0, texlevel, frac_texlevel, state.samplerID);
}
return state.linear(s, t, prim_color, tptr0, bufw0, texlevel, frac_texlevel, state.samplerID);
}
static inline Vec4IntResult SOFTRAST_CALL ApplyTexturingSingle(float s, float t, Vec4IntArg prim_color, int texlevel, int frac_texlevel, bool bilinear, const RasterizerState &state) {
return ApplyTexturing(s, t, prim_color, texlevel, frac_texlevel, bilinear, state);
}
// q is 1 / w at the pixel, as the GE interpolates it (UVPlanes).
// autoGrad: the largest UV plane gradient in texels per pixel, when there are planes (or negative).
static inline void CalculateSamplingParams(const float ds, const float dt, float q, const RasterizerState &state, int &level, int &levelFrac, bool &filt, float autoGrad = -1.0f) {
const int width = 1 << state.samplerID.width0Shift;
const int height = 1 << state.samplerID.height0Shift;
// With 8 bits of fraction (because texslope can be fairly precise.)
int detail;
switch (state.TexLevelMode()) {
case GE_TEXLEVEL_MODE_AUTO:
if (autoGrad >= 0.0f) {
// The largest gradient of the s and t planes over the pixel's q, both through the float-bits
// log2, like slope mode (gpu/probe exp92-93).
detail = GELog16(autoGrad) - GELog16(q);
} else {
detail = GELog16(std::max(std::abs(ds * width), std::abs(dt * height)));
}
break;
case GE_TEXLEVEL_MODE_SLOPE:
// The GE takes the same float-bits log2 of q and of the slope, and adds a level (gpu/probe
// exp58-60, bit exact).
detail = 16 + GELog16(state.textureLodSlope) - GELog16(q);
break;
case GE_TEXLEVEL_MODE_CONST:
default:
// Unused value 3 operates the same as CONST.
detail = 0;
break;
}
// Add in the bias (used in all modes), with 4 bits of fraction.
detail += state.texLevelOffset;
if (detail > 0 && state.maxTexLevel > 0) {
bool mipFilt = state.mipFilt;
int level8 = std::min(detail, state.maxTexLevel * 16);
if (!mipFilt) {
// Round up at 1.5.
level8 += 8;
}
level = level8 >> 4;
levelFrac = mipFilt ? level8 & 0xF : 0;
} else {
level = 0;
levelFrac = 0;
}
if (detail > 0)
filt = state.minFilt;
else
filt = state.magFilt;
}
// Four pixels in a row. ds and dt are the largest UV derivatives along x and y, for auto LOD without planes
// (gpu/probe exp92, exact for affine mappings). sameQ: the pixels share their q, so also their level.
// A span's colors a channel at a time (as SpanFunc takes them), from per pixel ones.
static inline void ColorsToLanes(const Vec4<int> in[4], int out[16]) {
for (int i = 0; i < 4; ++i) {
for (int c = 0; c < 4; ++c)
out[c * 4 + i] = in[i][c];
}
}
static inline Vec4<int> LaneColor(const int *colors, int stride, int i) {
return Vec4<int>(colors[i], colors[stride + i], colors[2 * stride + i], colors[3 * stride + i]);
}
// colors a channel at a time, as SpanFunc takes them.
static inline void ApplyTexturing(const RasterizerState &state, int *colors, int colorStride, const Vec4<int> &mask, const Vec4<float> &s, const Vec4<float> &t, const Vec4<float> &q, float ds, float dt, bool sameQ, float autoGrad = -1.0f) {
int level;
int levelFrac;
bool bilinear;
bool perPixel = state.TexLevelMode() == GE_TEXLEVEL_MODE_SLOPE || (state.TexLevelMode() == GE_TEXLEVEL_MODE_AUTO && autoGrad >= 0.0f);
if (!perPixel) {
CalculateSamplingParams(ds, dt, 0.0f, state, level, levelFrac, bilinear);
} else if (sameQ) {
CalculateSamplingParams(ds, dt, q[0], state, level, levelFrac, bilinear, autoGrad);
perPixel = false;
}
PROFILE_THIS_SCOPE("sampler");
if (state.linearQuad) {
// All four at once, when they're all bilinear.
int levels[4], fracs[4], active = 0;
bool allBilinear = true;
for (int i = 0; i < 4; ++i) {
if (mask[i] < 0)
continue;
if (perPixel)
CalculateSamplingParams(ds, dt, q[i], state, level, levelFrac, bilinear, autoGrad);
levels[i] = level;
fracs[i] = levelFrac;
allBilinear = allBilinear && bilinear;
active |= 1 << i;
}
if (allBilinear) {
state.linearQuad(s.AsArray(), t.AsArray(), levels, fracs, active, state.texptr, state.texbufw, colors, colorStride, state.samplerID);
return;
}
}
for (int i = 0; i < 4; ++i) {
if (mask[i] >= 0) {
if (perPixel)
CalculateSamplingParams(ds, dt, q[i], state, level, levelFrac, bilinear, autoGrad);
const Vec4<int> out = ApplyTexturing(s[i], t[i], ToVec4IntArg(LaneColor(colors, colorStride, i)), level, levelFrac, bilinear, state);
for (int c = 0; c < 4; ++c)
colors[c * colorStride + i] = out[c];
}
}
}
// Depth at x to x + 3 in row y. They're stored together unless they cross the end of a 16-pixel run.
static inline u64 ReadDepth4(int x, int y, int stride) {
const uint32_t offset = depthbuf.base + (uint32_t)(x + y * stride) * 2;
if ((offset & 31) <= 24) {
u64 v;
memcpy(&v, depthbuf.Get16Ptr(x, y, stride), sizeof(v));
return v;
}
u64 v = 0;
for (int i = 0; i < 4; ++i)
v |= (u64)depthbuf.Get16(x + i, y, stride) << (16 * i);
return v;
}
// For a span of four pixels in a row from x.
static inline Vec4<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.
const u64 depth4 = ReadDepth4(x, y, stride);
#if defined(_M_SSE)
__m128i refz = _mm_unpacklo_epi16(_mm_loadl_epi64((const __m128i *)&depth4), _mm_setzero_si128());
#else
Vec4<int> refz((int)(depth4 & 0xFFFF), (int)((depth4 >> 16) & 0xFFFF), (int)((depth4 >> 32) & 0xFFFF), (int)(depth4 >> 48));
#endif
switch (func) {
case GE_COMP_NEVER:
#if defined(_M_SSE)
result = _mm_set1_epi32(-1);
#else
result = Vec4<int>::AssignToAll(-1);
#endif
break;
case GE_COMP_ALWAYS:
break;
case GE_COMP_EQUAL:
#if defined(_M_SSE)
result = _mm_or_si128(result, _mm_xor_si128(_mm_cmpeq_epi32(z.ivec, refz), _mm_set1_epi32(-1)));
#else
for (int i = 0; i < 4; ++i)
result[i] |= z[i] != refz[i] ? -1 : 0;
#endif
break;
case GE_COMP_NOTEQUAL:
#if defined(_M_SSE)
result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz));
#else
for (int i = 0; i < 4; ++i)
result[i] |= z[i] == refz[i] ? -1 : 0;
#endif
break;
case GE_COMP_LESS:
#if defined(_M_SSE)
result = _mm_or_si128(result, _mm_cmpgt_epi32(z.ivec, refz));
result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz));
#else
for (int i = 0; i < 4; ++i)
result[i] |= z[i] >= refz[i] ? -1 : 0;
#endif
break;
case GE_COMP_LEQUAL:
#if defined(_M_SSE)
result = _mm_or_si128(result, _mm_cmpgt_epi32(z.ivec, refz));
#else
for (int i = 0; i < 4; ++i)
result[i] |= z[i] > refz[i] ? -1 : 0;
#endif
break;
case GE_COMP_GREATER:
#if defined(_M_SSE)
result = _mm_or_si128(result, _mm_cmplt_epi32(z.ivec, refz));
result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz));
#else
for (int i = 0; i < 4; ++i)
result[i] |= z[i] <= refz[i] ? -1 : 0;
#endif
break;
case GE_COMP_GEQUAL:
#if defined(_M_SSE)
result = _mm_or_si128(result, _mm_cmplt_epi32(z.ivec, refz));
#else
for (int i = 0; i < 4; ++i)
result[i] |= z[i] < refz[i] ? -1 : 0;
#endif
break;
}
return result;
}
template <bool useSSE4>
struct TriangleEdge {
Vec4<int> Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin);
inline Vec4<int> StepY(const Vec4<int> &w);
inline Vec4<int> StepXTimes(const Vec4<int> &w, int c);
Vec4<int> stepX;
Vec4<int> stepY;
};
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
#if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER)
[[gnu::target("sse4.1")]]
#endif
static inline __m128i SOFTRAST_CALL TriangleEdgeStartSSE4(__m128i initX, __m128i initY, int xf, int yf, int c) {
initX = _mm_mullo_epi32(initX, _mm_set1_epi32(xf));
initY = _mm_mullo_epi32(initY, _mm_set1_epi32(yf));
return _mm_add_epi32(_mm_add_epi32(initX, initY), _mm_set1_epi32(c));
}
#endif
template <bool useSSE4>
Vec4<int> TriangleEdge<useSSE4>::Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin) {
// Start at pixel centers. The GE samples exactly there, with left and top edges inclusive (gpu/probe).
// Four pixels in a row.
static constexpr int centerOff = SCREEN_SCALE_FACTOR / 2;
Vec4<int> initX = Vec4<int>::AssignToAll(origin.x) + Vec4<int>(centerOff, centerOff + SCREEN_SCALE_FACTOR, centerOff + SCREEN_SCALE_FACTOR * 2, centerOff + SCREEN_SCALE_FACTOR * 3);
Vec4<int> initY = Vec4<int>::AssignToAll(origin.y + centerOff);
// orient2d refactored.
int xf = v0.y - v1.y;
int yf = v1.x - v0.x;
int c = v1.y * v0.x - v1.x * v0.y;
stepX = Vec4<int>::AssignToAll(xf * SCREEN_SCALE_FACTOR * 4);
stepY = Vec4<int>::AssignToAll(yf * SCREEN_SCALE_FACTOR);
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
if constexpr (useSSE4)
return TriangleEdgeStartSSE4(initX.ivec, initY.ivec, xf, yf, c);
#endif
return Vec4<int>::AssignToAll(xf) * initX + Vec4<int>::AssignToAll(yf) * initY + Vec4<int>::AssignToAll(c);
}
template <bool useSSE4>
inline Vec4<int> TriangleEdge<useSSE4>::StepY(const Vec4<int> &w) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
return _mm_add_epi32(w.ivec, stepY.ivec);
#elif PPSSPP_ARCH(ARM64_NEON)
return vaddq_s32(w.ivec, stepY.ivec);
#else
return w + stepY;
#endif
}
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
#if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER)
[[gnu::target("sse4.1")]]
#endif
static inline __m128i SOFTRAST_CALL StepTimesSSE4(__m128i w, __m128i step, int c) {
return _mm_add_epi32(w, _mm_mullo_epi32(_mm_set1_epi32(c), step));
}
#endif
template <bool useSSE4>
inline Vec4<int> TriangleEdge<useSSE4>::StepXTimes(const Vec4<int> &w, int c) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
if constexpr (useSSE4)
return StepTimesSSE4(w.ivec, stepX.ivec, c);
#elif PPSSPP_ARCH(ARM64_NEON)
return vaddq_s32(w.ivec, vmulq_s32(vdupq_n_s32(c), stepX.ivec));
#endif
return w + stepX * c;
}
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
#if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER)
[[gnu::target("sse4.1")]]
#endif
static inline bool SOFTRAST_CALL AnyMaskSSE4(__m128i mask) {
__m128i sig = _mm_srai_epi32(mask, 31);
return _mm_test_all_ones(sig) == 0;
}
#endif
template <bool useSSE4>
static inline bool AnyMask(const Vec4<int> &mask) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
if constexpr (useSSE4) {
return AnyMaskSSE4(mask.ivec);
}
// Source: https://fgiesen.wordpress.com/2013/02/10/optimizing-the-basic-rasterizer/#comment-6676
return _mm_movemask_ps(_mm_castsi128_ps(mask.ivec)) != 15;
#elif PPSSPP_ARCH(ARM64_NEON)
int64x2_t sig = vreinterpretq_s64_s32(vshrq_n_s32(mask.ivec, 31));
return vgetq_lane_s64(sig, 0) != -1 || vgetq_lane_s64(sig, 1) != -1;
#else
return mask.x >= 0 || mask.y >= 0 || mask.z >= 0 || mask.w >= 0;
#endif
}
static inline Vec4<float> EdgeRecip(const Vec4<int> &w0, const Vec4<int> &w1, const Vec4<int> &w2) {
#if defined(_M_SSE) && !PPSSPP_ARCH(X86)
__m128i wsum = _mm_add_epi32(w0.ivec, _mm_add_epi32(w1.ivec, w2.ivec));
// _mm_rcp_ps loses too much precision.
return _mm_div_ps(_mm_set1_ps(1.0f), _mm_cvtepi32_ps(wsum));
#elif PPSSPP_ARCH(ARM64_NEON)
int32x4_t wsum = vaddq_s32(w0.ivec, vaddq_s32(w1.ivec, w2.ivec));
return vdivq_f32(vdupq_n_f32(1.0f), vcvtq_f32_s32(wsum));
#else
return (w0 + w1 + w2).Cast<float>().Reciprocal();
#endif
}
// The plane the GE interpolates depth and Gouraud color with (gpu/probe exp36-41 for depth, exp54
// for color, bit exact; color is screen-linear in transform mode too): the gradients are fixed
// point with 14 fractional bits per subpixel, from the exact edge cross products and GESetupRecip,
// and the plane is anchored at one vertex: the leftmost, unless the long edge (top to bottom)
// is strictly the right side, then the rightmost. A pixel's value is the plane at its center, floored.
struct DepthPlane {
int64_t base; // value << 14 at screen (0, 0)
int64_t kx; // per subpixel, << 14
int64_t ky;
bool rightAnchored = false; // the long edge is the right side: the GE walks rows right to left
int64_t At(int64_t x, int64_t y) const {
return (base + kx * x + ky * y) >> 14;
}
};
static DepthPlane ComputePlane(const int64_t X[3], const int64_t Y[3], const int64_t Z[3]) {
DepthPlane plane{};
const int64_t det = (X[1] - X[0]) * (Y[2] - Y[0]) - (X[2] - X[0]) * (Y[1] - Y[0]);
if (det == 0) {
plane.base = Z[0] << 14;
return plane;
}
const int64_t nx = (Z[1] - Z[0]) * (Y[2] - Y[0]) - (Z[2] - Z[0]) * (Y[1] - Y[0]);
const int64_t ny = (Z[2] - Z[0]) * (X[1] - X[0]) - (Z[1] - Z[0]) * (X[2] - X[0]);
const uint64_t absDet = (uint64_t)(det < 0 ? -det : det);
int e;
const int64_t q = GESetupRecip(absDet, &e);
const int64_t sign = det < 0 ? -1 : 1;
// n / det * 2^14, as floor(n * q / 2^(e + 2)).
plane.kx = (sign * nx * q) >> (e + 2);
plane.ky = (sign * ny * q) >> (e + 2);
int top = 0, mid = 1, bot = 2;
auto above = [&](int a, int b) { return Y[a] < Y[b] || (Y[a] == Y[b] && X[a] < X[b]); };
if (above(mid, top)) std::swap(mid, top);
if (above(bot, mid)) std::swap(bot, mid);
if (above(mid, top)) std::swap(mid, top);
const int64_t cross = (X[bot] - X[top]) * (Y[mid] - Y[top]) - (Y[bot] - Y[top]) * (X[mid] - X[top]);
const bool flat = Y[top] == Y[mid] || Y[mid] == Y[bot];
int anchor = 0;
if (cross > 0 && !flat) {
plane.rightAnchored = true;
for (int i = 1; i < 3; ++i)
if (X[i] > X[anchor] || (X[i] == X[anchor] && Y[i] < Y[anchor]))
anchor = i;
} else {
for (int i = 1; i < 3; ++i)
if (X[i] < X[anchor] || (X[i] == X[anchor] && Y[i] < Y[anchor]))
anchor = i;
}
plane.base = (Z[anchor] << 14) - plane.kx * X[anchor] - plane.ky * Y[anchor];
return plane;
}
static DepthPlane ComputeDepthPlane(const VertexData &v0, const VertexData &v1, const VertexData &v2) {
const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x };
const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y };
const int64_t Z[3] = { v0.screenpos.z, v1.screenpos.z, v2.screenpos.z };
return ComputePlane(X, Y, Z);
}
// Planes for each channel of a color (8 bits per channel, packed as in VertexData).
template <int channels>
static void ComputeColorPlanes(const VertexData &v0, const VertexData &v1, const VertexData &v2, u32 c0, u32 c1, u32 c2, DepthPlane *planes) {
const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x };
const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y };
for (int i = 0; i < channels; ++i) {
const int64_t C[3] = { (c0 >> (i * 8)) & 0xFF, (c1 >> (i * 8)) & 0xFF, (c2 >> (i * 8)) & 0xFF };
planes[i] = ComputePlane(X, Y, C);
}
}
// Perspective texture coordinates as the GE interpolates them (gpu/probe exp55-56, bit exact at 1/16
// texel): per vertex q = 1/w with the GE's reciprocal and s = u * q, as float24s. s, t and q each become
// 15-bit integers at the largest exponent of the three vertices, go through the same plane as depth,
// and a pixel's u is s * 1/q, again with the GE's reciprocal (UVProduct).
struct UVPlanes {
DepthPlane s, t, q;
// 2^-shift for each plane's shift (SharedShift), which takes a plane value back to a float. The values
// are float24s, so the shift is within [-114, 163] and multiplying by the scale is exact, as ldexp is.
double scaleS, scaleT, scaleQ;
// The same as exponents, -shift.
int expS, expT, expQ;
bool valid;
};
static int SharedShift(const double v[3]) {
int e = INT_MIN;
for (int i = 0; i < 3; ++i) {
if (v[i] != 0.0)
e = std::max(e, std::ilogb(v[i]));
}
return e == INT_MIN ? 0 : 14 - e;
}
static DepthPlane FixedPlane(const int64_t X[3], const int64_t Y[3], const double v[3], int shift) {
const int64_t V[3] = { (int64_t)std::ldexp(v[0], shift), (int64_t)std::ldexp(v[1], shift), (int64_t)std::ldexp(v[2], shift) };
return ComputePlane(X, Y, V);
}
// u, v and w at three screen points. A w of 1 (through mode) leaves u and v as they are. With texture
// projection, uq is the texture matrix's q, and u and v come out divided by it (gpu/probe exp64).
static UVPlanes ComputeUVPlanesSTQ(const int64_t X[3], const int64_t Y[3], const double s[3], const double t[3], const double q[3]);
static UVPlanes ComputeUVPlanes(const int64_t X[3], const int64_t Y[3], const float u[3], const float v[3], const float w[3], const float *uq = nullptr) {
UVPlanes planes{};
double s[3], t[3], q[3];
for (int i = 0; i < 3; ++i) {
const float w24 = TruncateToFloat24(w[i]);
if (!(w24 > 0.0f) || !std::isfinite(w24))
return planes;
const double r = GERecip(w24);
q[i] = uq ? ProductToFloat24((double)TruncateToFloat24(uq[i]) * r) : r;
s[i] = ProductToFloat24((double)TruncateToFloat24(u[i]) * r);
t[i] = ProductToFloat24((double)TruncateToFloat24(v[i]) * r);
}
return ComputeUVPlanesSTQ(X, Y, s, t, q);
}
static UVPlanes ComputeUVPlanesSTQ(const int64_t X[3], const int64_t Y[3], const double s[3], const double t[3], const double q[3]) {
UVPlanes planes{};
auto fixed = [&](const double v[3], DepthPlane *plane, double *scale, int *exp) {
const int shift = SharedShift(v);
*plane = FixedPlane(X, Y, v, shift);
*scale = std::ldexp(1.0, -shift);
*exp = -shift;
};
fixed(s, &planes.s, &planes.scaleS, &planes.expS);
fixed(t, &planes.t, &planes.scaleT, &planes.expT);
fixed(q, &planes.q, &planes.scaleQ, &planes.expQ);
planes.valid = true;
return planes;
}
static UVPlanes ComputeUVPlanes(const VertexData &v0, const VertexData &v1, const VertexData &v2, bool textureProj) {
const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x };
const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y };
const float u[3] = { v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s() };
const float v[3] = { v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t() };
const float w[3] = { v0.clipw, v1.clipw, v2.clipw };
const float q[3] = { v0.texturecoords.q(), v1.texturecoords.q(), v2.texturecoords.q() };
return ComputeUVPlanes(X, Y, u, v, w, textureProj ? q : nullptr);
}
// The largest of the s and t planes' gradients, in texels per pixel (auto mip level selection).
// inTexels: the planes hold texel coordinates (through-mode triangles) rather than normalized ones.
static float UVPlaneGradient(const UVPlanes &planes, const RasterizerState &state, bool inTexels) {
if (!planes.valid)
return -1.0f;
const double perPixel = (double)SCREEN_SCALE_FACTOR / 16384.0;
double gs = (double)std::max(std::abs(planes.s.kx), std::abs(planes.s.ky)) * perPixel * planes.scaleS;
double gt = (double)std::max(std::abs(planes.t.kx), std::abs(planes.t.ky)) * perPixel * planes.scaleT;
if (!inTexels) {
gs *= 1 << state.samplerID.width0Shift;
gt *= 1 << state.samplerID.height0Shift;
}
return (float)std::max(gs, gt);
}
// The q the mip level comes from: the GE picks it once per span of four pixels in a row, at the span's
// second pixel in the direction it walks the row, or when that one is outside the triangle, at the
// span's first pixel inside. Left to right that's x = 4k + 1; right to left (when the long edge is the
// right side, as for the plane anchor) 4k + 2 (gpu/probe exp93, exp103-106). quadX is the first of four
// pixels in a row in drawing coordinates, qAt(i) the q plane's value i pixels on, and the triangle covers
// the row's pixels coverLo to coverHi.
template <typename QAt>
static inline Vec4<float> LodQFromPlanes(const UVPlanes &planes, const QAt &qAt, int quadX, int64_t coverLo, int64_t coverHi) {
const bool rtl = planes.q.rightAnchored;
auto spanQ = [&](int spanX) {
int64_t pick = spanX + (rtl ? 2 : 1);
if (pick < coverLo || pick > coverHi) {
// The first pixel inside, in the direction the row is walked.
const int64_t first = rtl ? std::min<int64_t>(spanX + 3, coverHi) : std::max<int64_t>(spanX, coverLo);
if (first >= std::max<int64_t>(spanX, coverLo) && first <= std::min<int64_t>(spanX + 3, coverHi))
pick = first;
}
return TruncateToFloat24((float)((double)qAt((int)(pick - quadX)) * planes.scaleQ));
};
// A span of four pixels in a row: one q per span they're in.
Vec4<float> q;
q[0] = spanQ(quadX & ~3);
for (int i = 1; i < 4; ++i)
q[i] = ((quadX + i) & 3) == 0 ? spanQ(quadX + i) : q[i - 1];
return q;
}
// A plane's values at the centers of four pixels in a row: a pixel's step adds k * 16 to the sum before the
// shift.
static inline void PlaneSpan(const DepthPlane &plane, int64_t centerX, int64_t centerY, int64_t out[4]) {
const int64_t v = plane.base + plane.kx * centerX + plane.ky * centerY;
const int64_t dx = plane.kx * SCREEN_SCALE_FACTOR;
out[0] = v >> 14;
out[1] = (v + dx) >> 14;
out[2] = (v + 2 * dx) >> 14;
out[3] = (v + 3 * dx) >> 14;
}
// A plane along a row of spans: its sum (the value << 14) at the span's first pixel center, stepped a span
// at a time.
struct PlaneWalk {
int64_t v = 0;
int64_t dx = 0;
void Start(const DepthPlane &plane, int64_t centerX, int64_t centerY) {
v = plane.base + plane.kx * centerX + plane.ky * centerY;
dx = plane.kx * SCREEN_SCALE_FACTOR;
}
int64_t At(int i) const {
return (v + i * dx) >> 14;
}
void Span(int64_t out[4]) const {
for (int i = 0; i < 4; ++i)
out[i] = At(i);
}
void Next() {
v += 4 * dx;
}
};
// Whether a plane's sums at pixel centers stay within 32 bits from x0 to x1 and y0 to y1 (inclusive, in
// subpixels), and its steps of up to three pixels in x. It's linear, so the corners are the extremes.
static bool PlaneFits32(const DepthPlane &plane, int64_t x0, int64_t x1, int64_t y0, int64_t y1) {
constexpr int64_t limit = (int64_t)1 << 31;
if (std::abs(plane.kx) >= limit / (3 * SCREEN_SCALE_FACTOR))
return false;
const int64_t xs[2] = { x0, x1 }, ys[2] = { y0, y1 };
for (int64_t x : xs) {
for (int64_t y : ys) {
const int64_t v = plane.base + plane.kx * x + plane.ky * y;
if (v >= limit || v < -limit)
return false;
}
}
return true;
}
// From the planes' values at four pixels.
static inline void GetTextureCoordinatesGE(const UVPlanes &planes, const int64_t qs[4], const int64_t ss[4], const int64_t ts[4], Vec4<float> &s, Vec4<float> &t, Vec4<float> &qOut) {
if (GEUVSpan(qs, ss, ts, planes.expQ, planes.expS, planes.expT, s.AsArray(), t.AsArray(), qOut.AsArray()))
return;
for (int i = 0; i < 4; ++i) {
const float q = TruncateToFloat24((float)((double)qs[i] * planes.scaleQ));
qOut[i] = q;
if (!(q > 0.0f)) {
s[i] = 0.0f;
t[i] = 0.0f;
continue;
}
const double r = GERecip(q);
s[i] = GEUVProduct((double)TruncateToFloat24((float)((double)ss[i] * planes.scaleS)) * r);
t[i] = GEUVProduct((double)TruncateToFloat24((float)((double)ts[i] * planes.scaleT)) * r);
}
}
// For four pixels in a row.
static inline void GetTextureCoordinatesGE(const UVPlanes &planes, int64_t centerX, int64_t centerY, Vec4<float> &s, Vec4<float> &t, Vec4<float> &qOut) {
int64_t qs[4], ss[4], ts[4];
PlaneSpan(planes.q, centerX, centerY, qs);
PlaneSpan(planes.s, centerX, centerY, ss);
PlaneSpan(planes.t, centerX, centerY, ts);
GetTextureCoordinatesGE(planes, qs, ss, ts, s, t, qOut);
}
// The staged rows' last stage (DrawTriangleSlice): texturing, the secondary color and the pixels, span by
// span. Specialized for what's fixed per triangle.
// Pixels per stage of a staged row.
static constexpr int STAGED_CHUNK = 64;
struct StagedSpans {
const RasterizerState *state;
const UVPlanes *uvPlanes;
Vec4S32 qRamp, sRamp, tRamp;
float autoGrad;
// The mip level's q is the same for the span (ApplyTexturing's sameQ).
bool sameQ;
// Not in clear mode.
bool addSecondary;
int64_t coverLo, coverHi;
int y;
};
template <bool textured, bool uvFast, bool lodQ, bool through>
static void DrawStagedSpans(const StagedSpans &ctx, int count, int chunkX, int64_t qv, int64_t sv, int64_t tv, int *maskBuf, int *zBuf, int *fogBuf, int *colorBuf, const int *secBuf) {
const RasterizerState &state = *ctx.state;
const UVPlanes &uvPlanes = *ctx.uvPlanes;
const int64_t qdx = uvPlanes.q.kx * SCREEN_SCALE_FACTOR, sdx = uvPlanes.s.kx * SCREEN_SCALE_FACTOR, tdx = uvPlanes.t.kx * SCREEN_SCALE_FACTOR;
for (int k = 0; k < count; k += 4, qv += 4 * qdx, sv += 4 * sdx, tv += 4 * tdx) {
const Vec4<int> mask(maskBuf[k], maskBuf[k + 1], maskBuf[k + 2], maskBuf[k + 3]);
if (!AnyMask<false>(mask))
continue;
int *prim_color = &colorBuf[k];
const int spanPX = (chunkX + k) & 0x3FF;
if constexpr (textured) {
Vec4<float> s, t, q;
if constexpr (uvFast) {
const Vec4S32 ql = (Vec4S32::Splat((int)qv) + ctx.qRamp).Shr<14>();
const Vec4S32 sl = (Vec4S32::Splat((int)sv) + ctx.sRamp).Shr<14>();
const Vec4S32 tl = (Vec4S32::Splat((int)tv) + ctx.tRamp).Shr<14>();
GEUVSpanCore<false>(ql, sl, tl, uvPlanes.expQ, uvPlanes.expS, uvPlanes.expT, s.AsArray(), t.AsArray(), q.AsArray());
} else {
int64_t qs[4], ss[4], ts[4];
for (int i = 0; i < 4; ++i) {
qs[i] = (qv + i * qdx) >> 14;
ss[i] = (sv + i * sdx) >> 14;
ts[i] = (tv + i * tdx) >> 14;
}
GetTextureCoordinatesGE(uvPlanes, qs, ss, ts, s, t, q);
}
if constexpr (lodQ)
q = LodQFromPlanes(uvPlanes, [&](int i) { return (qv + i * qdx) >> 14; }, spanPX, ctx.coverLo, ctx.coverHi);
// For levels > 0, mipmapping is always based on level 0. Simpler to scale first.
if constexpr (through) {
s *= 1.0f / (float)(1 << state.samplerID.width0Shift);
t *= 1.0f / (float)(1 << state.samplerID.height0Shift);
}
ApplyTexturing(state, prim_color, STAGED_CHUNK, mask, s, t, q, 0.0f, 0.0f, ctx.sameQ, ctx.autoGrad);
}
if (ctx.addSecondary) {
for (int c = 0; c < 3; ++c) {
int *channel = prim_color + c * STAGED_CHUNK;
(Vec4S32::Load(channel) + Vec4S32::Load(secBuf + c * STAGED_CHUNK + k)).Store(channel);
}
}
state.drawSpan(spanPX, ctx.y, &maskBuf[k], &zBuf[k], &fogBuf[k], prim_color, STAGED_CHUNK, state.pixelID);
}
}
typedef void (*StagedSpansFunc)(const StagedSpans &ctx, int count, int chunkX, int64_t qv, int64_t sv, int64_t tv, int *maskBuf, int *zBuf, int *fogBuf, int *colorBuf, const int *secBuf);
template <bool textured, bool uvFast>
static StagedSpansFunc PickStagedSpans(bool lodQ, bool through) {
if (lodQ)
return through ? &DrawStagedSpans<textured, uvFast, true, true> : &DrawStagedSpans<textured, uvFast, true, false>;
return through ? &DrawStagedSpans<textured, uvFast, false, true> : &DrawStagedSpans<textured, uvFast, false, false>;
}
template <bool clearMode, bool useSSE4>
void DrawTriangleSlice(
const VertexData& v0, const VertexData& v1, const VertexData& v2,
int x1, int y1, int x2, int y2,
const RasterizerState &state)
{
Vec4<int> bias0 = Vec4<int>::AssignToAll(IsRightSideOrFlatBottomLine(v0.screenpos.xy(), v1.screenpos.xy(), v2.screenpos.xy()) ? -1 : 0);
Vec4<int> bias1 = Vec4<int>::AssignToAll(IsRightSideOrFlatBottomLine(v1.screenpos.xy(), v2.screenpos.xy(), v0.screenpos.xy()) ? -1 : 0);
Vec4<int> bias2 = Vec4<int>::AssignToAll(IsRightSideOrFlatBottomLine(v2.screenpos.xy(), v0.screenpos.xy(), v1.screenpos.xy()) ? -1 : 0);
const PixelFuncID &pixelID = state.pixelID;
TriangleEdge<useSSE4> e0;
TriangleEdge<useSSE4> e1;
TriangleEdge<useSSE4> e2;
// Spans of four pixels in a row, aligned like the GE's (which pick the mip level's q).
int64_t minX = x1 & ~(SCREEN_SCALE_FACTOR * 4 - 1), maxX = x2, minY = y1, maxY = y2;
ScreenCoords pprime(minX, minY, 0);
// Whether the mip level's q matters (LodQFromPlanes).
const bool lodUsesQ = state.TexLevelMode() != GE_TEXLEVEL_MODE_CONST && (state.maxTexLevel > 0 || state.minFilt != state.magFilt);
// A very tall triangle's long edge (top to bottom vertex): when 3 dy > 2^17 (in subpixels), the first pixel
// of each 4-pixel span (for a left edge, the last for a right edge) is inside it when any of the span is
// (gpu/probe exp131-135).
int snapEdge = -1;
bool snapLeft = false;
{
const VertexData *vs[3] = { &v0, &v1, &v2 };
int top = 0, bot = 0;
for (int i = 1; i < 3; ++i) {
if (vs[i]->screenpos.y < vs[top]->screenpos.y)
top = i;
// On a tie for the bottom, the long edge ends at the left one (gpu/probe exp131).
if (vs[i]->screenpos.y > vs[bot]->screenpos.y || (vs[i]->screenpos.y == vs[bot]->screenpos.y && vs[i]->screenpos.x < vs[bot]->screenpos.x))
bot = i;
}
const int64_t dy = (int64_t)vs[bot]->screenpos.y - vs[top]->screenpos.y;
if (top != bot && 3 * dy > (1 << 17)) {
const int third = 3 - top - bot;
snapEdge = third; // e_k is the edge opposite vertex k
// Left edge when the third vertex is to the right of the long edge at its height.
const int64_t ex = (int64_t)(vs[bot]->screenpos.x - vs[top]->screenpos.x) * (vs[third]->screenpos.y - vs[top]->screenpos.y);
snapLeft = (int64_t)(vs[third]->screenpos.x - vs[top]->screenpos.x) * dy > ex;
}
}
Vec4<int> w0_base = e0.Start(v1.screenpos, v2.screenpos, pprime);
Vec4<int> w1_base = e1.Start(v2.screenpos, v0.screenpos, pprime);
Vec4<int> w2_base = e2.Start(v0.screenpos, v1.screenpos, pprime);
// The sum of weights should remain constant as we move toward/away from the edges.
const Vec4<float> wsum_recip = EdgeRecip(w0_base, w1_base, w2_base);
// All the z values are the same, no interpolation required.
// This is common, and when we interpolate, we lose accuracy.
const bool flatZ = v0.screenpos.z == v1.screenpos.z && v0.screenpos.z == v2.screenpos.z;
const bool flatColorAll = !state.shadeGouraud;
const bool flatColor0 = flatColorAll || (v0.color0 == v1.color0 && v0.color0 == v2.color0);
const bool flatColor1 = flatColorAll || (v0.color1 == v1.color1 && v0.color1 == v2.color1);
const bool noFog = clearMode || !pixelID.applyFog || (v0.fogdepth >= 255.0f / 256.0f && v1.fogdepth >= 255.0f / 256.0f && v2.fogdepth >= 255.0f / 256.0f);
if (pixelID.applyDepthRange && flatZ) {
if (v0.screenpos.z < pixelID.cached.minz || v0.screenpos.z > pixelID.cached.maxz)
return;
}
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
std::string tag = StringFromFormat("DisplayListT_%08x", state.listPC);
std::string ztag = StringFromFormat("DisplayListTZ_%08x", state.listPC);
#endif
const Vec4<int> v2_c0 = Vec4<int>::FromRGBA(v2.color0);
const Vec3<int> v2_c1 = Vec3<int>::FromRGB(v2.color1);
const DepthPlane depthPlane = flatZ ? DepthPlane{} : ComputeDepthPlane(v0, v1, v2);
// Through mode too, where w is 1 (gpu/probe exp73).
const UVPlanes uvPlanes = state.enableTextures ? ComputeUVPlanes(v0, v1, v2, state.textureProj && !state.throughMode) : UVPlanes{};
const float autoGrad = UVPlaneGradient(uvPlanes, state, state.throughMode);
DepthPlane color0Planes[4], color1Planes[3];
DepthPlane fogPlane{};
if (!noFog) {
const int64_t X[3] = { v0.screenpos.x, v1.screenpos.x, v2.screenpos.x };
const int64_t Y[3] = { v0.screenpos.y, v1.screenpos.y, v2.screenpos.y };
const int64_t F[3] = { ClampFogDepth(v0.fogdepth), ClampFogDepth(v1.fogdepth), ClampFogDepth(v2.fogdepth) };
fogPlane = ComputePlane(X, Y, F);
}
if (!flatColor0)
ComputeColorPlanes<4>(v0, v1, v2, v0.color0, v1.color0, v2.color0, color0Planes);
if (!flatColor1)
ComputeColorPlanes<3>(v0, v1, v2, v0.color1, v1.color1, v2.color1, color1Planes);
const Vec4<int> minz = Vec4<int>::AssignToAll(pixelID.cached.minz);
const Vec4<int> maxz = Vec4<int>::AssignToAll(pixelID.cached.maxz);
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
const bool staged = false;
#else
// Textures without planes take the edge weights, which only the span loop below has.
const bool staged = state.drawSpan && (!state.enableTextures || clearMode || uvPlanes.valid);
#endif
// The UV planes' sums fit 32 bits wherever spans are walked (up to three pixels outside x1 to x2), and
// GEUVSpanCore needs no checks for them: then a span's values are one vector add per plane.
bool uvFast = false;
Vec4S32 qRamp, sRamp, tRamp;
if (uvPlanes.valid && GEUVSpanSafe(uvPlanes.expQ, uvPlanes.expS, uvPlanes.expT)) {
auto fits = [&](const DepthPlane &plane) {
return PlaneFits32(plane, x1 - SCREEN_SCALE_FACTOR * 4, x2 + SCREEN_SCALE_FACTOR * 4, y1, y2 + SCREEN_SCALE_FACTOR);
};
uvFast = fits(uvPlanes.q) && fits(uvPlanes.s) && fits(uvPlanes.t);
auto ramp = [](const DepthPlane &plane) {
const int dx = (int)(plane.kx * SCREEN_SCALE_FACTOR);
alignas(16) const int steps[4] = { 0, dx, 2 * dx, 3 * dx };
return Vec4S32::Load(steps);
};
if (uvFast) {
qRamp = ramp(uvPlanes.q);
sRamp = ramp(uvPlanes.s);
tRamp = ramp(uvPlanes.t);
}
}
StagedSpans stagedCtx{ &state, &uvPlanes, qRamp, sRamp, tRamp, autoGrad, lodUsesQ, !clearMode };
StagedSpansFunc drawStagedSpans;
if (clearMode || !state.enableTextures)
drawStagedSpans = &DrawStagedSpans<false, false, false, false>;
else if (uvFast)
drawStagedSpans = PickStagedSpans<true, true>(lodUsesQ && !state.throughMode, state.throughMode);
else
drawStagedSpans = PickStagedSpans<true, false>(lodUsesQ && !state.throughMode, state.throughMode);
// The edges as A x + B y + C + bias >= 0 at pixel centers, in 64 bits.
struct RowEdge {
int64_t a, b, c;
};
const ScreenCoords *edgeEnds[3][2] = { { &v1.screenpos, &v2.screenpos }, { &v2.screenpos, &v0.screenpos }, { &v0.screenpos, &v1.screenpos } };
const int biases[3] = { bias0[0], bias1[0], bias2[0] };
RowEdge edges[3];
for (int k = 0; k < 3; ++k) {
const ScreenCoords &a = *edgeEnds[k][0], &b = *edgeEnds[k][1];
edges[k] = { (int64_t)(a.y - b.y), (int64_t)(b.x - a.x), (int64_t)b.y * a.x - (int64_t)b.x * a.y + biases[k] };
}
auto floorDiv = [](int64_t n, int64_t m) {
return n >= 0 ? n / m : -((-n + m - 1) / m);
};
// An edge's pixels in a row (x centers 16 px + 8): px from lo up, or up to hi, or all or none.
auto edgeBounds = [&](const RowEdge &edge, int64_t yc, int64_t &lo, int64_t &hi) {
const int64_t rest = edge.b * yc + edge.c;
if (edge.a > 0) {
// x >= -rest / a, so px >= (x - 8) / 16.
const int64_t x = -floorDiv(rest, edge.a);
lo = std::max(lo, -floorDiv(SCREEN_SCALE_FACTOR / 2 - x, SCREEN_SCALE_FACTOR));
} else if (edge.a < 0) {
const int64_t x = floorDiv(rest, -edge.a);
hi = std::min(hi, floorDiv(x - SCREEN_SCALE_FACTOR / 2, SCREEN_SCALE_FACTOR));
} else if (rest < 0) {
lo = INT64_MAX / 2;
}
};
// The scissor's pixels.
const int64_t scissorLo = -floorDiv(-(int64_t)x1, SCREEN_SCALE_FACTOR), scissorHi = floorDiv(x2, SCREEN_SCALE_FACTOR);
// The staged path's per pixel secondary colors and fog, filled once here when they're constant (and the
// secondary color left out when it's zero).
alignas(16) int stagedSecBuf[3][STAGED_CHUNK];
alignas(16) int stagedFogBuf[STAGED_CHUNK];
const bool secZero = flatColor1 && (v2.color1 & 0xFFFFFF) == 0;
if (staged) {
stagedCtx.addSecondary = !clearMode && !secZero;
const int secScale = DoubleSecondaryColor(state) ? 2 : 1;
for (int k = 0; k < STAGED_CHUNK; ++k) {
if (flatColor1) {
for (int c = 0; c < 3; ++c)
stagedSecBuf[c][k] = v2_c1[c] * secScale;
}
if (noFog)
stagedFogBuf[k] = 255;
}
}
for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR,
w0_base = e0.StepY(w0_base),
w1_base = e1.StepY(w1_base),
w2_base = e2.StepY(w2_base)) {
const int64_t yc = curY + SCREEN_SCALE_FACTOR / 2;
// The triangle's pixels in this row (lo to hi), and those drawn, within the scissor. A snapping edge
// is checked per pixel, the rest by bounds.
// Each edge's bounds once, for both.
int64_t edgeLo[3], edgeHi[3];
int64_t coverLo = INT64_MIN / 2, coverHi = INT64_MAX / 2;
int64_t lo = scissorLo, hi = scissorHi;
for (int k = 0; k < 3; ++k) {
edgeLo[k] = INT64_MIN / 2;
edgeHi[k] = INT64_MAX / 2;
edgeBounds(edges[k], yc, edgeLo[k], edgeHi[k]);
coverLo = std::max(coverLo, edgeLo[k]);
coverHi = std::min(coverHi, edgeHi[k]);
if (k != snapEdge) {
lo = std::max(lo, edgeLo[k]);
hi = std::min(hi, edgeHi[k]);
}
}
int64_t snapLo = INT64_MIN / 2, snapHi = INT64_MAX / 2;
if (snapEdge >= 0) {
snapLo = edgeLo[snapEdge];
snapHi = edgeHi[snapEdge];
// The span's first pixel (left edge) or last (right edge) is checked at the span's other end.
int64_t walkLo = lo, walkHi = hi;
walkLo = std::max(walkLo, snapLo - 3);
walkHi = std::min(walkHi, snapHi + 3);
lo = std::max(lo, walkLo);
hi = std::min(hi, walkHi);
} else {
lo = std::max(lo, coverLo);
hi = std::min(hi, coverHi);
}
if (lo > hi)
continue;
DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY);
const int64_t firstSpan = lo & ~3;
const int skipX = (int)((firstSpan * SCREEN_SCALE_FACTOR - minX) / (SCREEN_SCALE_FACTOR * 4));
p.x = (p.x + 4 * skipX) & 0x3FF;
// The usual case, a row at a time in stages: coverage, depth and the early depth test, then colors and
// fog for all its pixels, then texturing and the pixels span by span. Each stage keeps little state.
if (staged) {
constexpr int CHUNK = STAGED_CHUNK;
alignas(16) int maskBuf[CHUNK], zBuf[CHUNK];
int *fogBuf = stagedFogBuf;
// A channel at a time.
alignas(16) int colorBuf[4][CHUNK];
int (*secBuf)[CHUNK] = stagedSecBuf;
int chunkX = p.x;
for (int64_t chunk = firstSpan; chunk <= hi; chunk += CHUNK, chunkX = (chunkX + CHUNK) & 0x3FF) {
const int count = (int)std::min<int64_t>(CHUNK, ((hi - chunk) / 4 + 1) * 4);
const int64_t centerX = chunk * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
// The sums of a plane along the chunk, as a walker steps them, four pixels at a time: store(k, v)
// with v the four values from k on, clamped to [lo, hi]. In 32 bits when both ends fit (and so
// all between, which wrapping arithmetic then gets exactly).
alignas(16) static const int ramp[4] = { 0, 1, 2, 3 };
auto walk = [&](const DepthPlane &plane, int lo, int hi, auto store) {
const int64_t v0 = plane.base + plane.kx * centerX + plane.ky * yc;
const int64_t dx = plane.kx * SCREEN_SCALE_FACTOR;
const int64_t vEnd = v0 + dx * (count - 1);
const Vec4S32 loV = Vec4S32::Splat(lo), hiV = Vec4S32::Splat(hi);
if (v0 == (int32_t)v0 && vEnd == (int32_t)vEnd) {
const int32_t dx32 = (int32_t)(uint32_t)dx;
Vec4S32 v = Vec4S32::Splat((int32_t)v0) + Vec4S32::LoadAligned(ramp) * Vec4S32::Splat(dx32);
const Vec4S32 step = Vec4S32::Splat((int32_t)(uint32_t)(dx * 4));
for (int k = 0; k < count; k += 4, v = v + step)
store(k, v.Shr<14>().Max(loV).Min(hiV));
return;
}
int64_t v = v0;
for (int k = 0; k < count; k += 4) {
alignas(16) int lanes[4];
for (int i = 0; i < 4; ++i, v += dx)
lanes[i] = (int)std::clamp<int64_t>(v >> 14, lo, hi);
store(k, Vec4S32::LoadAligned(lanes));
}
};
{
// Relative to the chunk, which starts a span: the snap edge's pixel is a lane's own, or for
// the span's first (snapping left) or last lane the span's other end.
auto rel = [&](int64_t v, int pad) {
return Vec4S32::Splat((int)std::clamp<int64_t>(v - chunk, -1 - pad, CHUNK + pad));
};
const Vec4S32 loV = rel(lo, 0), hiV = rel(hi, 0);
const Vec4S32 snapLoV = rel(snapLo, 4), snapHiV = rel(snapHi, 4);
alignas(16) static const int ramp[4] = { 0, 1, 2, 3 };
alignas(16) static const int snapOffsets[2][4] = { { 0, 0, 0, -3 }, { 3, 0, 0, 0 } };
const Vec4S32 snapOffset = Vec4S32::LoadAligned(snapOffsets[snapLeft ? 1 : 0]);
Vec4S32 kv = Vec4S32::LoadAligned(ramp);
for (int k = 0; k < count; k += 4, kv = kv + Vec4S32::Splat(4)) {
Vec4S32 dead = kv.CompareLt(loV) | kv.CompareGt(hiV);
if (snapEdge >= 0) {
const Vec4S32 at = kv + snapOffset;
dead = dead | at.CompareLt(snapLoV) | at.CompareGt(snapHiV);
}
dead.StoreAligned(&maskBuf[k]);
}
}
if (flatZ) {
for (int k = 0; k < count; ++k)
zBuf[k] = v2.screenpos.z;
} else {
// A value floored below 0 (next to an edge of z = 0 vertices) is 0 (gpu/probe exp148).
walk(depthPlane, 0, INT_MAX, [&](int k, Vec4S32 v) { v.StoreAligned(&zBuf[k]); });
}
if (pixelID.earlyZChecks) {
const GEComparison func = pixelID.DepthTestFunc();
const Vec4S32 minzV = Vec4S32::Splat(pixelID.cached.minz), maxzV = Vec4S32::Splat(pixelID.cached.maxz);
const Vec4S32 allOnes = Vec4S32::Splat(-1);
for (int k = 0; k < count; k += 4) {
Vec4S32 dead = Vec4S32::LoadAligned(&maskBuf[k]);
const Vec4S32 z = Vec4S32::LoadAligned(&zBuf[k]);
if (pixelID.applyDepthRange)
dead = dead | z.CompareLt(minzV) | z.CompareGt(maxzV);
// -1 where z func ref fails.
const u64 depth4 = ReadDepth4((chunkX + k) & 0x3FF, p.y, pixelID.cached.depthbufStride);
const Vec4S32 ref = Vec4S32::LoadU16((const u16 *)&depth4);
switch (func) {
case GE_COMP_NEVER: dead = allOnes; break;
case GE_COMP_ALWAYS: break;
case GE_COMP_EQUAL: dead = dead | (z.CompareEq(ref) ^ allOnes); break;
case GE_COMP_NOTEQUAL: dead = dead | z.CompareEq(ref); break;
case GE_COMP_LESS: dead = dead | (z.CompareLt(ref) ^ allOnes); break;
case GE_COMP_LEQUAL: dead = dead | z.CompareGt(ref); break;
case GE_COMP_GREATER: dead = dead | (z.CompareGt(ref) ^ allOnes); break;
case GE_COMP_GEQUAL: dead = dead | z.CompareLt(ref); break;
}
dead.StoreAligned(&maskBuf[k]);
}
}
for (int c = 0; c < 4; ++c) {
if (!flatColor0) {
walk(color0Planes[c], 0, 255, [&](int k, Vec4S32 v) { v.StoreAligned(&colorBuf[c][k]); });
} else {
for (int k = 0; k < count; ++k)
colorBuf[c][k] = v2_c0[c];
}
}
if (!flatColor1) {
const int secScale = DoubleSecondaryColor(state) ? 2 : 1;
for (int c = 0; c < 3; ++c)
walk(color1Planes[c], 0, 255, [&](int k, Vec4S32 v) { (secScale == 2 ? v.Shl<1>() : v).StoreAligned(&secBuf[c][k]); });
}
if (!noFog) {
// The 8-bit fog of each vertex through the depth plane, like Gouraud color (gpu/probe exp21).
walk(fogPlane, 0, 255, [&](int k, Vec4S32 v) { v.StoreAligned(&fogBuf[k]); });
}
int64_t qv = 0, sv = 0, tv = 0;
if (uvPlanes.valid) {
qv = uvPlanes.q.base + uvPlanes.q.kx * centerX + uvPlanes.q.ky * yc;
sv = uvPlanes.s.base + uvPlanes.s.kx * centerX + uvPlanes.s.ky * yc;
tv = uvPlanes.t.base + uvPlanes.t.kx * centerX + uvPlanes.t.ky * yc;
}
stagedCtx.coverLo = coverLo;
stagedCtx.coverHi = coverHi;
stagedCtx.y = p.y;
drawStagedSpans(stagedCtx, count, chunkX, qv, sv, tv, maskBuf, zBuf, fogBuf, colorBuf[0], secBuf[0]);
}
continue;
}
// The planes from the first span on.
const int64_t firstCenterX = firstSpan * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
PlaneWalk zWalk, fogWalk, color0Walk[4], color1Walk[3], qWalk, sWalk, tWalk;
if (!flatZ)
zWalk.Start(depthPlane, firstCenterX, yc);
if (!noFog)
fogWalk.Start(fogPlane, firstCenterX, yc);
for (int c = 0; c < 4 && !flatColor0; ++c)
color0Walk[c].Start(color0Planes[c], firstCenterX, yc);
for (int c = 0; c < 3 && !flatColor1; ++c)
color1Walk[c].Start(color1Planes[c], firstCenterX, yc);
if (uvPlanes.valid) {
qWalk.Start(uvPlanes.q, firstCenterX, yc);
sWalk.Start(uvPlanes.s, firstCenterX, yc);
tWalk.Start(uvPlanes.t, firstCenterX, yc);
}
auto nextSpan = [&]() {
zWalk.Next();
fogWalk.Next();
for (int c = 0; c < 4; ++c)
color0Walk[c].Next();
for (int c = 0; c < 3; ++c)
color1Walk[c].Next();
qWalk.Next();
sWalk.Next();
tWalk.Next();
};
for (int64_t spanX = firstSpan; spanX <= hi; spanX += 4, p.x = (p.x + 4) & 0x3FF, nextSpan()) {
const int64_t curX = spanX * SCREEN_SCALE_FACTOR;
Vec4<int> mask;
for (int i = 0; i < 4; ++i) {
const int64_t px = spanX + i;
bool inside = px >= lo && px <= hi;
if (inside && snapEdge >= 0) {
const int64_t at = snapLeft ? ((px & 3) == 0 ? (px | 3) : px) : ((px & 3) == 3 ? (px & ~3) : px);
inside = at >= snapLo && at <= snapHi;
}
mask[i] = inside ? 0 : -1;
}
if (AnyMask<useSSE4>(mask)) {
Vec4<int> z;
if (flatZ) {
z = Vec4<int>::AssignToAll(v2.screenpos.z);
} else {
// The GE's fixed point depth plane at the four pixel centers.
z = Vec4<int>((int)zWalk.At(0), (int)zWalk.At(1), (int)zWalk.At(2), (int)zWalk.At(3));
// A value floored below 0 (next to an edge of z = 0 vertices) is 0 (gpu/probe exp148).
for (int i = 0; i < 4; ++i)
z[i] = std::max(z[i], 0);
}
if (pixelID.earlyZChecks) {
if (pixelID.applyDepthRange) {
#if defined(_M_SSE)
mask.ivec = _mm_or_si128(mask.ivec, _mm_or_si128(_mm_cmplt_epi32(z.ivec, minz.ivec), _mm_cmpgt_epi32(z.ivec, maxz.ivec)));
#else
for (int i = 0; i < 4; ++i) {
if (z[i] < minz[i] || z[i] > maxz[i])
mask[i] = -1;
}
#endif
}
mask = CheckDepthTestPassed4(mask, pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z);
if (!AnyMask<useSSE4>(mask))
continue;
}
// Color interpolation is not perspective corrected on the PSP.
Vec4<int> prim_color[4];
if (!flatColor0) {
for (int i = 0; i < 4; ++i) {
if (mask[i] >= 0)
prim_color[i] = Vec4<int>(std::clamp((int)color0Walk[0].At(i), 0, 255), std::clamp((int)color0Walk[1].At(i), 0, 255), std::clamp((int)color0Walk[2].At(i), 0, 255), std::clamp((int)color0Walk[3].At(i), 0, 255));
}
} else {
for (int i = 0; i < 4; ++i) {
prim_color[i] = v2_c0;
}
}
Vec3<int> sec_color[4];
if (!flatColor1) {
for (int i = 0; i < 4; ++i) {
if (mask[i] >= 0)
sec_color[i] = Vec3<int>(std::clamp((int)color1Walk[0].At(i), 0, 255), std::clamp((int)color1Walk[1].At(i), 0, 255), std::clamp((int)color1Walk[2].At(i), 0, 255));
}
} else {
for (int i = 0; i < 4; ++i) {
sec_color[i] = v2_c1;
}
}
if (DoubleSecondaryColor(state)) {
for (int i = 0; i < 4; ++i) {
sec_color[i] = sec_color[i] + sec_color[i];
}
}
if (state.enableTextures) {
if constexpr (!clearMode) {
Vec4<float> s, t;
Vec4<float> q = Vec4<float>::AssignToAll(1.0f);
// Without planes, from the edge weights (of these pixels, or the row below).
Vec4<int> w0, w1, w2;
if (!uvPlanes.valid) {
const int steps = (int)((curX - minX) / (SCREEN_SCALE_FACTOR * 4));
w0 = e0.StepXTimes(w0_base, steps);
w1 = e1.StepXTimes(w1_base, steps);
w2 = e2.StepXTimes(w2_base, steps);
}
auto interpolatedST = [&](const Vec4<int> &a, const Vec4<int> &b, const Vec4<int> &c, Vec4<float> &os, Vec4<float> &ot) {
if (state.throughMode) {
os = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), a, b, c, wsum_recip);
ot = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), a, b, c, wsum_recip);
} else if (state.textureProj) {
// Texture coordinate interpolation must definitely be perspective-correct.
GetTextureCoordinatesProj(v0, v1, v2, a, b, c, wsum_recip, os, ot);
} else {
GetTextureCoordinates(v0, v1, v2, a, b, c, wsum_recip, os, ot);
}
};
if (uvPlanes.valid) {
int64_t qs[4], ss[4], ts[4];
qWalk.Span(qs);
sWalk.Span(ss);
tWalk.Span(ts);
GetTextureCoordinatesGE(uvPlanes, qs, ss, ts, s, t, q);
if (lodUsesQ && !state.throughMode)
q = LodQFromPlanes(uvPlanes, [&](int i) { return qWalk.At(i); }, p.x, coverLo, coverHi);
} else {
interpolatedST(w0, w1, w2, s, t);
}
// For levels > 0, mipmapping is always based on level 0. Simpler to scale first.
if (state.throughMode) {
s *= 1.0f / (float) (1 << state.samplerID.width0Shift);
t *= 1.0f / (float) (1 << state.samplerID.height0Shift);
}
// Auto LOD without planes: the derivatives along x and y, from the pixel to the right and the
// one below.
float ds = 0.0f, dt = 0.0f;
if (!uvPlanes.valid && state.TexLevelMode() == GE_TEXLEVEL_MODE_AUTO) {
Vec4<float> sb, tb;
interpolatedST(e0.StepY(w0), e1.StepY(w1), e2.StepY(w2), sb, tb);
if (state.throughMode) {
sb *= 1.0f / (float)(1 << state.samplerID.width0Shift);
tb *= 1.0f / (float)(1 << state.samplerID.height0Shift);
}
ds = std::max(std::abs(s[1] - s[0]), std::abs(sb[0] - s[0]));
dt = std::max(std::abs(t[1] - t[0]), std::abs(tb[0] - t[0]));
}
if (state.TexLevelMode() == GE_TEXLEVEL_MODE_SLOPE && !uvPlanes.valid) {
const float clipw = (v0.clipw * w0.x + v1.clipw * w1.x + v2.clipw * w2.x) * wsum_recip.x;
q = Vec4<float>::AssignToAll(1.0f / clipw);
}
// A span shares its q, except for the planes' per-pixel q when it doesn't matter.
alignas(16) int lanes[16];
ColorsToLanes(prim_color, lanes);
ApplyTexturing(state, lanes, 4, mask, s, t, q, ds, dt, !uvPlanes.valid || lodUsesQ, autoGrad);
for (int i = 0; i < 4; ++i)
prim_color[i] = LaneColor(lanes, 4, i);
}
}
if constexpr (!clearMode) {
for (int i = 0; i < 4; ++i) {
#if defined(_M_SSE)
// TODO: Tried making Vec4 do this, but things got slower.
const __m128i sec = _mm_and_si128(sec_color[i].ivec, _mm_set_epi32(0, -1, -1, -1));
prim_color[i].ivec = _mm_add_epi32(prim_color[i].ivec, sec);
#elif PPSSPP_ARCH(ARM64_NEON)
int32x4_t sec = vsetq_lane_s32(0, sec_color[i].ivec, 3);
prim_color[i].ivec = vaddq_s32(prim_color[i].ivec, sec);
#else
prim_color[i] += Vec4<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)fogWalk.At(i), 0, 255);
}
PROFILE_THIS_SCOPE("draw_tri_px");
#if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
if (state.drawSpan) {
alignas(16) int lanes[16];
ColorsToLanes(prim_color, lanes);
state.drawSpan(p.x, p.y, mask.AsArray(), z.AsArray(), fog.AsArray(), lanes, 4, pixelID);
continue;
}
#endif
DrawingCoords subp = p;
for (int i = 0; i < 4; ++i) {
if (mask[i] < 0) {
continue;
}
subp.x = p.x + i;
state.drawPixel(subp.x, subp.y, z[i], fog[i], ToVec4IntArg(prim_color[i]), pixelID);
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
uint32_t row = gstate.getFrameBufAddress() + subp.y * pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * bpp, bpp, tag.c_str(), tag.size());
if (pixelID.depthWrite) {
row = gstate.getDepthBufAddress() + subp.y * pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * 2, 2, ztag.c_str(), ztag.size());
}
#endif
}
}
}
}
#if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) && defined(SOFTGPU_MEMORY_TAGGING_BASIC)
for (int y = minY; y <= maxY; y += SCREEN_SCALE_FACTOR) {
DrawingCoords p = TransformUnit::ScreenToDrawing(minX, y);
DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX, y);
uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, (pend.x - p.x) * bpp, tag.c_str(), tag.size());
if (pixelID.depthWrite) {
row = gstate.getDepthBufAddress() + p.y * pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, (pend.x - p.x) * 2, ztag.c_str(), ztag.size());
}
}
#endif
}
// Draws triangle, vertices specified in counter-clockwise direction
void DrawTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2, const BinCoords &range, const RasterizerState &state) {
PROFILE_THIS_SCOPE("draw_tri");
auto drawSlice = cpu_info.bSSE4_1 ?
(state.pixelID.clearMode ? &DrawTriangleSlice<true, true> : &DrawTriangleSlice<false, true>) :
(state.pixelID.clearMode ? &DrawTriangleSlice<true, false> : &DrawTriangleSlice<false, false>);
drawSlice(v0, v1, v2, range.x1, range.y1, range.x2, range.y2, state);
}
void DrawRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &rastState) {
int entireX1 = std::min(v0.screenpos.x, v1.screenpos.x);
int entireY1 = std::min(v0.screenpos.y, v1.screenpos.y);
int entireX2 = std::max(v0.screenpos.x, v1.screenpos.x) - 1;
int entireY2 = std::max(v0.screenpos.y, v1.screenpos.y) - 1;
// Pixel centers are at 16k + 7 here. The GE's sprite edges (gpu/probe): the first column is
// (x1 + 6) >> 4, the first row (y1 + 7) >> 4, and both end at (x2 + 7) >> 4, exclusive.
int minX = std::max(entireX1 & ~(SCREEN_SCALE_FACTOR - 1), range.x1) | (SCREEN_SCALE_FACTOR / 2 - 1);
int minY = std::max(entireY1 & ~(SCREEN_SCALE_FACTOR - 1), range.y1) | (SCREEN_SCALE_FACTOR / 2 - 1);
int maxX = std::min(entireX2 - 1, range.x2);
int maxY = std::min(entireY2 - 1, range.y2);
if (minX < entireX1 - 2)
minX += SCREEN_SCALE_FACTOR;
// A sprite drawn bottom-left to top-right is rotated, and its first row rounds like a column
// (gpu/probe exp122).
const bool rotated = v0.screenpos.x < v1.screenpos.x && v0.screenpos.y > v1.screenpos.y;
if (minY < entireY1 - (rotated ? 2 : 1))
minY += SCREEN_SCALE_FACTOR;
RasterizerState state = OptimizeFlatRasterizerState(rastState, v1);
UVPlanes uvPlanes{};
if (state.enableTextures) {
// Note: texture projection is not handled here, those always turn into triangles.
Vec2f tc0 = v0.texturecoords.uv();
Vec2f tc1 = v1.texturecoords.uv();
if (state.throughMode) {
// For levels > 0, mipmapping is always based on level 0. Simpler to scale first.
tc0.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift);
tc1.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift);
tc0.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift);
tc1.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift);
}
// The GE interpolates sprite UVs with the same planes as triangles, from three corners whose s, t and q
// it takes component by component from the two vertices: s from the vertex that supplies the corner's
// x, t from the one that supplies its y (swapped for a rotated sprite, drawn bottom left to top right
// or top right to bottom left), and q from the one that supplies its x. So different w at the two
// vertices bend the mapping (gpu/probe exp57, exp122, exp129). The corners are top left, top right
// and bottom left, or for bottom left to top right, bottom left, top right and bottom right, which
// anchors that plane at the bottom left.
const bool right = v0.screenpos.x < v1.screenpos.x, down = v0.screenpos.y < v1.screenpos.y;
const bool swapST = right != down;
const VertexData *vs[2] = { &v0, &v1 };
double S[2], T[2], Q[2];
for (int k = 0; k < 2; ++k) {
const double r = state.throughMode ? 1.0 : GERecip(TruncateToFloat24(vs[k]->clipw));
Q[k] = r;
S[k] = ProductToFloat24((double)TruncateToFloat24(k == 0 ? tc0.s() : tc1.s()) * r);
T[k] = ProductToFloat24((double)TruncateToFloat24(k == 0 ? tc0.t() : tc1.t()) * r);
}
const int64_t left = std::min(v0.screenpos.x, v1.screenpos.x), top = std::min(v0.screenpos.y, v1.screenpos.y);
const int64_t rightX = std::max(v0.screenpos.x, v1.screenpos.x), bottom = std::max(v0.screenpos.y, v1.screenpos.y);
const bool bottomLeftFirst = right && !down;
const int64_t CX[3] = { left, rightX, bottomLeftFirst ? rightX : left };
const int64_t CY[3] = { bottomLeftFirst ? bottom : top, top, bottom };
double cs[3], ct[3], cq[3];
for (int k = 0; k < 3; ++k) {
const int xs = CX[k] == v0.screenpos.x ? 0 : 1, ys = CY[k] == v0.screenpos.y ? 0 : 1;
cs[k] = S[swapST ? ys : xs];
ct[k] = T[swapST ? xs : ys];
cq[k] = Q[xs];
}
uvPlanes = ComputeUVPlanesSTQ(CX, CY, cs, ct, cq);
}
// Sprite planes are built from normalized coordinates, also in through mode.
const float autoGrad = UVPlaneGradient(uvPlanes, state, false);
ScreenCoords pprime(minX, minY, 0);
const Vec4<int> fog = Vec4<int>::AssignToAll(ClampFogDepth(v1.fogdepth));
const Vec4<int> z = Vec4<int>::AssignToAll(v1.screenpos.z);
const Vec4<int> c0 = Vec4<int>::FromRGBA(v1.color0);
const Vec3<int> sec_color = Vec3<int>::FromRGB(v1.color1) * (DoubleSecondaryColor(state) ? 2 : 1);
if (state.pixelID.applyDepthRange) {
// We can bail early since the Z is flat.
if (v1.screenpos.z < state.pixelID.cached.minz || v1.screenpos.z > state.pixelID.cached.maxz)
return;
}
#if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
// In stages, as triangle rows: every pixel takes its own q for the mip level (sameQ false), and the planes
// already hold the through mode scale.
if (state.drawSpan) {
const bool clearMode = state.pixelID.clearMode;
const bool textured = state.enableTextures && !clearMode;
bool uvFast = false;
Vec4S32 qRamp, sRamp, tRamp;
if (textured && uvPlanes.valid && GEUVSpanSafe(uvPlanes.expQ, uvPlanes.expS, uvPlanes.expT)) {
auto fits = [&](const DepthPlane &plane) {
return PlaneFits32(plane, minX - SCREEN_SCALE_FACTOR * 4, maxX + SCREEN_SCALE_FACTOR * (STAGED_CHUNK + 4), minY, maxY + SCREEN_SCALE_FACTOR);
};
uvFast = fits(uvPlanes.q) && fits(uvPlanes.s) && fits(uvPlanes.t);
auto ramp = [](const DepthPlane &plane) {
const int dx = (int)(plane.kx * SCREEN_SCALE_FACTOR);
alignas(16) const int steps[4] = { 0, dx, 2 * dx, 3 * dx };
return Vec4S32::Load(steps);
};
if (uvFast) {
qRamp = ramp(uvPlanes.q);
sRamp = ramp(uvPlanes.s);
tRamp = ramp(uvPlanes.t);
}
}
StagedSpans ctx{ &state, &uvPlanes, qRamp, sRamp, tRamp, autoGrad, false, !clearMode && (sec_color[0] | sec_color[1] | sec_color[2]) != 0 };
StagedSpansFunc drawStagedSpans = !textured ? &DrawStagedSpans<false, false, false, false> :
uvFast ? &DrawStagedSpans<true, true, false, false> : &DrawStagedSpans<true, false, false, false>;
constexpr int CHUNK = STAGED_CHUNK;
alignas(16) int maskBuf[CHUNK], zBuf[CHUNK], fogBuf[CHUNK];
alignas(16) int colorBuf[4][CHUNK];
alignas(16) int secBuf[3][CHUNK];
for (int k = 0; k < CHUNK; ++k) {
zBuf[k] = z[0];
fogBuf[k] = fog[0];
for (int c = 0; c < 3; ++c)
secBuf[c][k] = sec_color[c];
}
const int width = maxX >= minX ? (maxX - minX) / SCREEN_SCALE_FACTOR + 1 : 0;
for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR) {
const DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY);
ctx.y = p.y;
for (int first = 0; first < width; first += CHUNK) {
const int count = std::min(CHUNK, (width - first + 3) & ~3);
const int chunkX = (p.x + first) & 0x3FF;
for (int k = 0; k < count; ++k) {
maskBuf[k] = first + k < width ? 0 : -1;
// The spans write their colors in place.
for (int c = 0; c < 4; ++c)
colorBuf[c][k] = c0[c];
}
if (state.pixelID.earlyZChecks) {
for (int k = 0; k < count; k += 4) {
Vec4<int> mask(maskBuf[k], maskBuf[k + 1], maskBuf[k + 2], maskBuf[k + 3]);
mask = CheckDepthTestPassed4(mask, state.pixelID.DepthTestFunc(), (chunkX + k) & 0x3FF, p.y, state.pixelID.cached.depthbufStride, z);
for (int i = 0; i < 4; ++i)
maskBuf[k + i] = mask[i];
}
}
// Pixel centers are at 16k + 7 here, the GE's at 16k + 8.
const int64_t cx = minX + 1 + (int64_t)first * SCREEN_SCALE_FACTOR, cy = curY + 1;
int64_t qv = 0, sv = 0, tv = 0;
if (uvPlanes.valid) {
qv = uvPlanes.q.base + uvPlanes.q.kx * cx + uvPlanes.q.ky * cy;
sv = uvPlanes.s.base + uvPlanes.s.kx * cx + uvPlanes.s.ky * cy;
tv = uvPlanes.t.base + uvPlanes.t.kx * cx + uvPlanes.t.ky * cy;
}
drawStagedSpans(ctx, count, chunkX, qv, sv, tv, maskBuf, zBuf, fogBuf, colorBuf[0], secBuf[0]);
}
}
return;
}
#endif
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
uint32_t bpp = state.pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
std::string tag = StringFromFormat("DisplayListR_%08x", state.listPC);
std::string ztag = StringFromFormat("DisplayListRZ_%08x", state.listPC);
#endif
// Spans of four pixels in a row, as triangles.
for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR) {
DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY);
// Negative past the right end.
Vec4<int> scissor_mask = Vec4<int>::AssignToAll(maxX - minX) - Vec4<int>(0, SCREEN_SCALE_FACTOR, SCREEN_SCALE_FACTOR * 2, SCREEN_SCALE_FACTOR * 3);
const Vec4<int> scissor_step = Vec4<int>::AssignToAll(SCREEN_SCALE_FACTOR * 4);
for (int64_t curX = minX; curX <= maxX; curX += SCREEN_SCALE_FACTOR * 4,
scissor_mask -= scissor_step,
p.x = (p.x + 4) & 0x3FF) {
Vec4<int> mask = scissor_mask;
// A channel at a time, as SpanFunc takes them.
alignas(16) int prim_color[16];
for (int c = 0; c < 4; ++c)
Vec4S32::Splat(c0[c]).Store(prim_color + c * 4);
if (state.pixelID.earlyZChecks) {
for (int i = 0; i < 4; ++i) {
if (mask[i] < 0)
continue;
if (!CheckDepthTestPassed(state.pixelID.DepthTestFunc(), p.x + i, p.y, state.pixelID.cached.depthbufStride, z[i])) {
mask[i] = -1;
}
}
}
if (state.enableTextures) {
Vec4<float> s, t, q;
// Pixel centers are at 16k + 7 here, the GE's at 16k + 8. A sprite always has planes, so the LOD
// comes from their gradient and q.
GetTextureCoordinatesGE(uvPlanes, curX + 1, curY + 1, s, t, q);
ApplyTexturing(state, prim_color, 4, mask, s, t, q, 0.0f, 0.0f, false, autoGrad);
}
if (!state.pixelID.clearMode) {
for (int c = 0; c < 3; ++c)
(Vec4S32::Load(prim_color + c * 4) + Vec4S32::Splat(sec_color[c])).Store(prim_color + c * 4);
}
PROFILE_THIS_SCOPE("draw_rect_px");
#if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
if (state.drawSpan) {
Vec4<int> fogs = fog, zs = z;
state.drawSpan(p.x, p.y, mask.AsArray(), zs.AsArray(), fogs.AsArray(), prim_color, 4, state.pixelID);
continue;
}
#endif
DrawingCoords subp = p;
for (int i = 0; i < 4; ++i) {
if (mask[i] < 0) {
continue;
}
subp.x = p.x + i;
state.drawPixel(subp.x, subp.y, z[i], fog[i], ToVec4IntArg(LaneColor(prim_color, 4, i)), state.pixelID);
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
uint32_t row = gstate.getFrameBufAddress() + subp.y * state.pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * bpp, bpp, tag.c_str(), tag.size());
if (state.pixelID.depthWrite) {
row = gstate.getDepthBufAddress() + subp.y * state.pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * 2, 2, ztag.c_str(), ztag.size());
}
#endif
}
}
}
#if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) && defined(SOFTGPU_MEMORY_TAGGING_BASIC)
for (int y = minY; y <= maxY; y += SCREEN_SCALE_FACTOR) {
DrawingCoords p = TransformUnit::ScreenToDrawing(minX, y);
DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX, y);
uint32_t row = gstate.getFrameBufAddress() + p.y * state.pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, (pend.x - p.x) * bpp, tag.c_str(), tag.size());
if (state.pixelID.depthWrite) {
row = gstate.getDepthBufAddress() + p.y * state.pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, (pend.x - p.x) * 2, ztag.c_str(), ztag.size());
}
}
#endif
}
void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerState &state) {
ScreenCoords pos = v0.screenpos;
Vec4<int> prim_color = Vec4<int>::FromRGBA(v0.color0);
auto &pixelID = state.pixelID;
auto &samplerID = state.samplerID;
DrawingCoords p = TransformUnit::ScreenToDrawing(pos);
u16 z = pos.z;
if (pixelID.earlyZChecks) {
if (pixelID.applyDepthRange) {
if (z < pixelID.cached.minz || z > pixelID.cached.maxz)
return;
}
if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z)) {
return;
}
}
if (state.enableTextures) {
float s = v0.texturecoords.s();
float t = v0.texturecoords.t();
if (state.throughMode) {
s = GETruncateTexCoord(s) * (1.0f / (float)(1 << state.samplerID.width0Shift));
t = GETruncateTexCoord(t) * (1.0f / (float)(1 << state.samplerID.height0Shift));
} else {
// The same planes as triangles, flat (gpu/probe exp64).
const UVPlanes planes = ComputeUVPlanes(v0, v0, v0, state.textureProj);
if (planes.valid) {
Vec4<float> s4, t4, q4;
GetTextureCoordinatesGE(planes, v0.screenpos.x, v0.screenpos.y, s4, t4, q4);
s = s4[0];
t = t4[0];
} else if (state.textureProj) {
GetTextureCoordinatesProj(v0, v0, 0.0f, s, t);
} else {
GetTextureCoordinates(v0, v0, 0.0f, s, t);
}
}
int texLevel;
int texLevelFrac;
bool bilinear;
CalculateSamplingParams(0.0f, 0.0f, 1.0f / v0.clipw, state, texLevel, texLevelFrac, bilinear);
PROFILE_THIS_SCOPE("sampler");
prim_color = ApplyTexturingSingle(s, t, ToVec4IntArg(prim_color), texLevel, texLevelFrac, bilinear, state);
}
if (!pixelID.clearMode) {
Vec3<int> sec_color = Vec3<int>::FromRGB(v0.color1) * (DoubleSecondaryColor(state) ? 2 : 1);
prim_color += Vec4<int>(sec_color, 0);
}
u8 fog = 255;
if (pixelID.applyFog) {
fog = ClampFogDepth(v0.fogdepth);
}
PROFILE_THIS_SCOPE("draw_px");
state.drawPixel(p.x, p.y, z, fog, ToVec4IntArg(prim_color), pixelID);
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
std::string tag = StringFromFormat("DisplayListP_%08x", state.listPC);
uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, bpp, tag.c_str(), tag.size());
if (pixelID.depthWrite) {
std::string ztag = StringFromFormat("DisplayListPZ_%08x", state.listPC);
row = gstate.getDepthBufAddress() + p.y * pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, 2, ztag.c_str(), ztag.size());
}
#endif
}
void ClearRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) {
int entireX1 = std::min(v0.screenpos.x, v1.screenpos.x);
int entireY1 = std::min(v0.screenpos.y, v1.screenpos.y);
int entireX2 = std::max(v0.screenpos.x, v1.screenpos.x) - 1;
int entireY2 = std::max(v0.screenpos.y, v1.screenpos.y) - 1;
int minX = std::max(entireX1 & ~(SCREEN_SCALE_FACTOR - 1), range.x1) | (SCREEN_SCALE_FACTOR / 2 - 1);
int minY = std::max(entireY1 & ~(SCREEN_SCALE_FACTOR - 1), range.y1) | (SCREEN_SCALE_FACTOR / 2 - 1);
int maxX = std::min(entireX2, range.x2);
int maxY = std::min(entireY2, range.y2);
// If TL x or y was after the half, we don't draw the pixel.
if (minX < entireX1 - 1)
minX += SCREEN_SCALE_FACTOR;
if (minY < entireY1 - 1)
minY += SCREEN_SCALE_FACTOR;
const DrawingCoords pprime = TransformUnit::ScreenToDrawing(minX, minY);
// Only include the end pixel when it's >= 0.5.
const DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX - SCREEN_SCALE_FACTOR / 2, maxY - SCREEN_SCALE_FACTOR / 2);
auto &pixelID = state.pixelID;
auto &samplerID = state.samplerID;
const int w = pend.x - pprime.x + 1;
if (w <= 0)
return;
if (pixelID.DepthClear()) {
const u16 z = v1.screenpos.z;
const int stride = pixelID.cached.depthbufStride;
// If both bytes of Z equal, we can just use memset directly which is faster. Depth is stored in runs of
// 16 pixels, each 32 bytes aligned.
if ((z & 0xFF) == (z >> 8)) {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
for (int x = 0; x < w; ) {
const uint32_t offset = depthbuf.base + (uint32_t)(pprime.x + x + p.y * stride) * 2;
const int n = std::min(w - x, 16 - (int)((offset >> 1) & 15));
memset(depthbuf.Get16Ptr(pprime.x + x, p.y, stride), z, n * 2);
x += n;
}
}
} else {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
for (int x = 0; x < w; ++x) {
SetPixelDepth(p.x + x, p.y, pixelID.cached.depthbufStride, z);
}
}
}
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
std::string tag = StringFromFormat("DisplayListXZ_%08x", state.listPC);
for (int y = pprime.y; y <= pend.y; ++y) {
uint32_t row = gstate.getDepthBufAddress() + y * pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + pprime.x * 2, w * 2, tag.c_str(), tag.size());
}
#endif
}
// Note: this stays 0xFFFFFFFF if keeping color and alpha, even for 16-bit.
u32 keepOldMask = 0xFFFFFFFF;
if (pixelID.ColorClear() && pixelID.StencilClear()) {
keepOldMask = 0;
} else {
switch (pixelID.FBFormat()) {
case GE_FORMAT_565:
if (pixelID.ColorClear())
keepOldMask = 0;
break;
case GE_FORMAT_5551:
if (pixelID.ColorClear())
keepOldMask = 0xFFFF8000;
else if (pixelID.StencilClear())
keepOldMask = 0xFFFF7FFF;
break;
case GE_FORMAT_4444:
if (pixelID.ColorClear())
keepOldMask = 0xFFFFF000;
else if (pixelID.StencilClear())
keepOldMask = 0xFFFF0FFF;
break;
case GE_FORMAT_8888:
default:
if (pixelID.ColorClear())
keepOldMask = 0xFF000000;
else if (pixelID.StencilClear())
keepOldMask = 0x00FFFFFF;
break;
}
}
// The pixel write masks are respected in clear mode.
if (pixelID.applyColorWriteMask) {
keepOldMask |= pixelID.cached.colorWriteMask;
}
const u32 new_color = v1.color0;
u16 new_color16;
switch (pixelID.FBFormat()) {
case GE_FORMAT_565:
new_color16 = RGBA8888ToRGB565(new_color);
break;
case GE_FORMAT_5551:
new_color16 = RGBA8888ToRGBA5551(new_color);
break;
case GE_FORMAT_4444:
new_color16 = RGBA8888ToRGBA4444(new_color);
break;
case GE_FORMAT_8888:
break;
case GE_FORMAT_INVALID:
case GE_FORMAT_DEPTH16:
case GE_FORMAT_CLUT8:
_dbg_assert_msg_(false, "Software: invalid framebuf format.");
break;
}
if (keepOldMask == 0) {
const int stride = pixelID.cached.framebufStride;
if (pixelID.FBFormat() == GE_FORMAT_8888) {
const bool canMemsetColor = (new_color & 0xFF) == (new_color >> 8) && (new_color & 0xFFFF) == (new_color >> 16);
if (canMemsetColor) {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
u32 *row = fb.Get32Ptr(p.x, p.y, stride);
memset(row, new_color, w * 4);
}
} else {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
for (int x = 0; x < w; ++x) {
fb.Set32(p.x + x, p.y, stride, new_color);
}
}
}
} else {
const bool canMemsetColor = (new_color16 & 0xFF) == (new_color16 >> 8);
if (canMemsetColor) {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
u16 *row = fb.Get16Ptr(p.x, p.y, stride);
memset(row, new_color16, w * 2);
}
} else {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
for (int x = 0; x < w; ++x) {
fb.Set16(p.x + x, p.y, stride, new_color16);
}
}
}
}
} else if (keepOldMask != 0xFFFFFFFF) {
const int stride = pixelID.cached.framebufStride;
if (pixelID.FBFormat() == GE_FORMAT_8888) {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
for (int x = 0; x < w; ++x) {
const u32 old_color = fb.Get32(p.x + x, p.y, stride);
const u32 c = (old_color & keepOldMask) | (new_color & ~keepOldMask);
fb.Set32(p.x + x, p.y, stride, c);
}
}
} else {
DrawingCoords p = pprime;
for (p.y = pprime.y; p.y <= pend.y; ++p.y) {
for (int x = 0; x < w; ++x) {
const u16 old_color = fb.Get16(p.x + x, p.y, stride);
const u16 c = (old_color & keepOldMask) | (new_color16 & ~keepOldMask);
fb.Set16(p.x + x, p.y, stride, c);
}
}
}
}
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
if (keepOldMask != 0xFFFFFFFF) {
uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
std::string tag = StringFromFormat("DisplayListX_%08x", state.listPC);
for (int y = pprime.y; y < pend.y; ++y) {
uint32_t row = gstate.getFrameBufAddress() + y * pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + pprime.x * bpp, w * bpp, tag.c_str(), tag.size());
}
}
#endif
}
// Which pixels a line lights, as the GE does it (gpu/probe exp72: one pixel of 320 random lines differs,
// a y-major line starting on a top corner): diamond exit. A pixel is lit when the line
// passes through the inside of its diamond |x - cx| + |y - cy| < 1/2 and doesn't end inside it (see
// InLineDiamond for points exactly on the edge). In 1/16 pixel units, exact.
struct LinePixel {
int x, y;
float t; // where the pixel's center falls along the line, 0 to 1
};
// A point on a diamond's edge counts as inside on the top corner and the edges either side of it, for
// x-major lines; not on the left or right corner (gpu/probe exp149). Y-major lines swap x and y: the left
// corner and its edges.
static bool LineDiamondEdgeInside(int64_t dx, int64_t dy, bool yMajor) {
if (yMajor)
std::swap(dx, dy);
return dy < 0;
}
static bool InLineDiamond(int64_t cx, int64_t cy, int64_t x, int64_t y, bool yMajor) {
const int64_t dx = x - cx, dy = y - cy;
const int64_t d = std::abs(dx) + std::abs(dy);
if (d != SCREEN_SCALE_FACTOR / 2)
return d < SCREEN_SCALE_FACTOR / 2;
return LineDiamondEdgeInside(dx, dy, yMajor);
}
// Whether the line reaches the diamond's inside, or touches its boundary where InLineDiamond counts it
// as inside (a horizontal line along the top corners of a row, for example).
static bool LineCrossesDiamond(int64_t cx, int64_t cy, int64_t x0, int64_t y0, int64_t x1, int64_t y1, bool yMajor) {
// Clip t in [0, 1] against the four half-planes sx (x - cx) + sy (y - cy) <= 8, as fractions lo..hi,
// noting whether any of them is only met with equality.
int64_t loN = 0, loD = 1, hiN = 1, hiD = 1;
static const int signs[4][2] = { { 1, 1 }, { 1, -1 }, { -1, 1 }, { -1, -1 } };
for (const auto &s : signs) {
const int64_t a = s[0] * (x1 - x0) + s[1] * (y1 - y0);
const int64_t b = SCREEN_SCALE_FACTOR / 2 - (s[0] * (x0 - cx) + s[1] * (y0 - cy));
if (a == 0) {
if (b < 0)
return false;
} else if (a > 0) {
if (b * hiD < hiN * a) {
hiN = b;
hiD = a;
}
} else if ((-b) * loD > loN * (-a)) {
loN = -b;
loD = -a;
}
}
if (loN * hiD > hiN * loD)
return false;
// Classify the middle of the overlap: inside, or a boundary point that counts.
const int64_t tn = loN * hiD + hiN * loD, td = 2 * loD * hiD;
const int64_t dxN = (x0 - cx) * td + (x1 - x0) * tn;
const int64_t dyN = (y0 - cy) * td + (y1 - y0) * tn;
const int64_t dN = std::abs(dxN) + std::abs(dyN);
if (dN < (SCREEN_SCALE_FACTOR / 2) * td)
return true;
return LineDiamondEdgeInside(dxN, dyN, yMajor);
}
static void LinePixels(int64_t x0, int64_t y0, int64_t x1, int64_t y1, std::vector<LinePixel> &out) {
out.clear();
if (x0 == x1 && y0 == y1)
return;
// A diagonal line (|dx| == |dy|) is y-major (gpu/probe exp137).
const bool xMajor = std::abs(x1 - x0) > std::abs(y1 - y0);
const int64_t a0 = xMajor ? x0 : y0, a1 = xMajor ? x1 : y1;
const int64_t b0 = xMajor ? y0 : x0, b1 = xMajor ? y1 : x1;
const int dir = a1 >= a0 ? 1 : -1;
const int bdir = b1 >= b0 ? 1 : -1;
const int64_t first = (a0 / SCREEN_SCALE_FACTOR) - dir, last = (a1 / SCREEN_SCALE_FACTOR) + dir;
for (int64_t c = first; c != last + dir; c += dir) {
const int64_t ac = c * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
// The minor coordinate at this column's center, floored to a pixel.
const int64_t num = b0 * (a1 - a0) + (ac - a0) * (b1 - b0);
const int64_t den = a1 - a0;
int64_t bc = num / den;
if ((num % den != 0) && ((num < 0) != (den < 0)))
bc--;
const int64_t r = bc >= 0 ? bc / SCREEN_SCALE_FACTOR : -((-bc + SCREEN_SCALE_FACTOR - 1) / SCREEN_SCALE_FACTOR);
for (int k = -1; k <= 1; ++k) {
const int64_t rr = r + k * bdir;
const int64_t px = xMajor ? c : rr, py = xMajor ? rr : c;
const int64_t cx = px * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
const int64_t cy = py * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
if (InLineDiamond(cx, cy, x1, y1, !xMajor))
continue;
if (InLineDiamond(cx, cy, x0, y0, !xMajor) || LineCrossesDiamond(cx, cy, x0, y0, x1, y1, !xMajor)) {
const float t = std::clamp((float)(ac - a0) / (float)(a1 - a0), 0.0f, 1.0f);
out.push_back({ (int)px, (int)py, t });
}
}
}
}
// Gouraud color along a line (gpu/probe exp137, exact): the gradient along the major axis comes from the
// setup reciprocal like a triangle plane's, with 14 fraction bits per subpixel and floored, and a pixel's value
// is the start color plus the gradient times the signed distance of its center from v0 along the line's
// direction, floored.
static int64_t LineFixedAt(int64_t c0, int64_t c1, int64_t x0, int64_t y0, int64_t x1, int64_t y1, int px, int py) {
const bool xMajor = std::abs(x1 - x0) > std::abs(y1 - y0);
const int64_t a0 = xMajor ? x0 : y0, a1 = xMajor ? x1 : y1;
const int64_t ac = (int64_t)(xMajor ? px : py) * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
if (a1 == a0)
return c1;
int e;
const int64_t q = GESetupRecip((uint64_t)std::abs(a1 - a0), &e);
const int64_t k = ((c1 - c0) * q) >> (e + 2);
const int64_t walk = a1 > a0 ? ac - a0 : a0 - ac;
return ((c0 << 14) + k * walk) >> 14;
}
static int LineValueAt(int c0, int c1, int64_t x0, int64_t y0, int64_t x1, int64_t y1, int px, int py, int maxValue) {
return (int)std::clamp<int64_t>(LineFixedAt(c0, c1, x0, y0, x1, y1, px, py), 0, maxValue);
}
// Texture coordinates along a transform-mode line: s, t and q as for a triangle's planes (15-bit at the
// two vertices' largest exponent), along the line like its color, then u = s / q with the GE's reciprocal
// (gpu/texmtx/prims: a pixel just inside a line's end samples v just below 1, not the end vertex's 1.0).
struct LineUV {
// Each component at the two ends, as integers at the shared shift.
int64_t s[2], t[2], q[2];
// 2^-shift, as in UVPlanes.
double scaleS, scaleT, scaleQ;
bool valid;
};
static int SharedShift2(const double v[2]) {
const double v3[3] = { v[0], v[1], 0.0 };
return SharedShift(v3);
}
static LineUV ComputeLineUV(const VertexData &v0, const VertexData &v1, bool textureProj) {
LineUV uv{};
double s[2], t[2], q[2];
const VertexData *v[2] = { &v0, &v1 };
for (int i = 0; i < 2; ++i) {
const float w24 = TruncateToFloat24(v[i]->clipw);
if (!(w24 > 0.0f) || !std::isfinite(w24))
return uv;
const double r = GERecip(w24);
q[i] = textureProj ? ProductToFloat24((double)TruncateToFloat24(v[i]->texturecoords.q()) * r) : r;
s[i] = ProductToFloat24((double)TruncateToFloat24(v[i]->texturecoords.s()) * r);
t[i] = ProductToFloat24((double)TruncateToFloat24(v[i]->texturecoords.t()) * r);
}
auto fixed = [](const double c[2], int64_t out[2], double *scale) {
const int shift = SharedShift2(c);
out[0] = (int64_t)std::ldexp(c[0], shift);
out[1] = (int64_t)std::ldexp(c[1], shift);
*scale = std::ldexp(1.0, -shift);
};
fixed(s, uv.s, &uv.scaleS);
fixed(t, uv.t, &uv.scaleT);
fixed(q, uv.q, &uv.scaleQ);
uv.valid = true;
return uv;
}
static float LineUVComponentAt(const int64_t c[2], double scale, const VertexData &v0, const VertexData &v1, int px, int py) {
const int64_t value = LineFixedAt(c[0], c[1], v0.screenpos.x, v0.screenpos.y, v1.screenpos.x, v1.screenpos.y, px, py);
return TruncateToFloat24((float)((double)value * scale));
}
static void LineTextureCoordinatesAt(const LineUV &uv, const VertexData &v0, const VertexData &v1, int px, int py, float &s, float &t, float &q) {
q = LineUVComponentAt(uv.q, uv.scaleQ, v0, v1, px, py);
if (!(q > 0.0f)) {
s = 0.0f;
t = 0.0f;
return;
}
const double r = GERecip(q);
s = GEUVProduct((double)LineUVComponentAt(uv.s, uv.scaleS, v0, v1, px, py) * r);
t = GEUVProduct((double)LineUVComponentAt(uv.t, uv.scaleT, v0, v1, px, py) * r);
}
static int LineColorAt(int c0, int c1, int64_t x0, int64_t y0, int64_t x1, int64_t y1, int px, int py) {
return LineValueAt(c0, c1, x0, y0, x1, y1, px, py, 255);
}
void DrawLine(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) {
// TODO: Use a proper line drawing algorithm that handles fractional endpoints correctly.
Vec3<int> a(v0.screenpos.x, v0.screenpos.y, v0.screenpos.z);
Vec3<int> b(v1.screenpos.x, v1.screenpos.y, v1.screenpos.z);
int dx = b.x - a.x;
int dy = b.y - a.y;
int dz = b.z - a.z;
int steps;
if (abs(dx) < abs(dy))
steps = abs(dy) / SCREEN_SCALE_FACTOR;
else
steps = abs(dx) / SCREEN_SCALE_FACTOR;
// Avoid going too far since we typically don't start at the pixel center.
if (dx < 0 && dx >= -SCREEN_SCALE_FACTOR)
dx++;
if (dy < 0 && dy >= -SCREEN_SCALE_FACTOR)
dy++;
double xinc = (double)dx / steps;
double yinc = (double)dy / steps;
auto &pixelID = state.pixelID;
auto &samplerID = state.samplerID;
const bool interpolateColor = state.shadeGouraud && !(v0.color0 == v1.color0 && v0.color1 == v1.color1);
const Vec4<int> v0_c0 = Vec4<int>::FromRGBA(v0.color0);
const Vec4<int> v1_c0 = Vec4<int>::FromRGBA(v1.color0);
const Vec3<int> v0_c1 = Vec3<int>::FromRGB(v0.color1);
const Vec3<int> v1_c1 = Vec3<int>::FromRGB(v1.color1);
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
std::string tag = StringFromFormat("DisplayListL_%08x", state.listPC);
std::string ztag = StringFromFormat("DisplayListLZ_%08x", state.listPC);
#endif
const int steps1 = steps == 0 ? 1 : steps;
const LineUV lineUV = state.enableTextures && !state.throughMode ? ComputeLineUV(v0, v1, state.textureProj) : LineUV{};
static thread_local std::vector<LinePixel> pixels;
LinePixels(a.x, a.y, b.x, b.y, pixels);
for (const LinePixel &lp : pixels) {
const int i = std::clamp((int)lroundf(lp.t * steps), 0, steps);
const double x = lp.x * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
const double y = lp.y * SCREEN_SCALE_FACTOR + SCREEN_SCALE_FACTOR / 2;
// Depth the same way as Gouraud color, so an endpoint's pixel extrapolates to its center (Coded Arms'
// short lines passed a GEQUAL test there).
const int z = LineValueAt(a.z, b.z, a.x, a.y, b.x, b.y, lp.x, lp.y, 65535);
DrawingCoords p = TransformUnit::ScreenToDrawing(x, y);
bool maskOK = x >= range.x1 && y >= range.y1 && x <= range.x2 && y <= range.y2;
if (maskOK) {
if (pixelID.earlyZChecks) {
if (pixelID.applyDepthRange) {
if (z < pixelID.cached.minz || z > pixelID.cached.maxz)
maskOK = false;
}
if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z)) {
maskOK = false;
}
}
}
if (maskOK) {
// Interpolate between the two points.
Vec4<int> prim_color;
Vec3<int> sec_color;
if (interpolateColor) {
for (int c = 0; c < 4; ++c) {
prim_color[c] = LineColorAt(v0_c0[c], v1_c0[c], a.x, a.y, b.x, b.y, lp.x, lp.y);
if (c < 3)
sec_color[c] = LineColorAt(v0_c1[c], v1_c1[c], a.x, a.y, b.x, b.y, lp.x, lp.y);
}
} else {
prim_color = v1_c0;
sec_color = v1_c1;
}
u8 fog = 255;
if (pixelID.applyFog) {
// steps1, so a line shorter than a pixel keeps v0's fog rather than none (SOCOM's radar).
fog = ClampFogDepth((v0.fogdepth * (float)(steps1 - i) + v1.fogdepth * (float)i) / steps1);
}
if (state.antialiasLines) {
// TODO: Clearmode?
prim_color.a() = GELineCoverageAlpha(a.x, a.y, b.x, b.y, lp.x, lp.y);
}
if (state.enableTextures) {
float s, s1;
float t, t1;
if (state.throughMode) {
Vec2<float> tc = (v0.texturecoords.uv() * (float)(steps1 - i) + v1.texturecoords.uv() * (float)i) / steps1;
Vec2<float> tc1 = (v0.texturecoords.uv() * (float)(steps1 - i - 1) + v1.texturecoords.uv() * (float)(i + 1)) / steps1;
s = tc.s() * (1.0f / (float)(1 << state.samplerID.width0Shift));
s1 = tc1.s() * (1.0f / (float)(1 << state.samplerID.width0Shift));
t = tc.t() * (1.0f / (float)(1 << state.samplerID.height0Shift));
t1 = tc1.t() * (1.0f / (float)(1 << state.samplerID.height0Shift));
} else if (lineUV.valid) {
float q, q1;
LineTextureCoordinatesAt(lineUV, v0, v1, lp.x, lp.y, s, t, q);
// The next pixel along the major axis, for the derivatives below.
const bool xMajor = std::abs(dx) > std::abs(dy);
const int stepX = xMajor ? (dx >= 0 ? 1 : -1) : 0, stepY = xMajor ? 0 : (dy >= 0 ? 1 : -1);
LineTextureCoordinatesAt(lineUV, v0, v1, lp.x + stepX, lp.y + stepY, s1, t1, q1);
} else if (state.textureProj) {
GetTextureCoordinatesProj(v0, v1, (float)(steps1 - i) / steps1, s, t);
GetTextureCoordinatesProj(v0, v1, (float)(steps1 - i - 1) / steps1, s1, t1);
} else {
// Texture coordinate interpolation must definitely be perspective-correct.
GetTextureCoordinates(v0, v1, (float)(steps1 - i) / steps1, s, t);
GetTextureCoordinates(v0, v1, (float)(steps1 - i - 1) / steps1, s1, t1);
}
// If inc is 0, force the delta to zero.
float ds = xinc == 0.0 ? 0.0f : (s1 - s) * (float)SCREEN_SCALE_FACTOR * (1.0f / xinc);
float dt = yinc == 0.0 ? 0.0f : (t1 - t) * (float)SCREEN_SCALE_FACTOR * (1.0f / yinc);
float w = (v0.clipw * (float)(steps - i) + v1.clipw * (float)i) / steps1;
int texLevel;
int texLevelFrac;
bool texBilinear;
CalculateSamplingParams(ds, dt, 1.0f / w, state, texLevel, texLevelFrac, texBilinear);
if (state.antialiasLines) {
// TODO: This is a naive and wrong implementation.
DrawingCoords p0 = TransformUnit::ScreenToDrawing(x, y);
s = ((float)p0.x + xinc / 32.0f) / 512.0f;
t = ((float)p0.y + yinc / 32.0f) / 512.0f;
texBilinear = true;
}
PROFILE_THIS_SCOPE("sampler");
prim_color = ApplyTexturingSingle(s, t, ToVec4IntArg(prim_color), texLevel, texLevelFrac, texBilinear, state);
}
if (!pixelID.clearMode)
prim_color += Vec4<int>(sec_color, 0);
PROFILE_THIS_SCOPE("draw_px");
state.drawPixel(p.x, p.y, z, fog, ToVec4IntArg(prim_color), pixelID);
#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, bpp, tag.c_str(), tag.size());
if (pixelID.depthWrite) {
uint32_t row = gstate.getDepthBufAddress() + y * pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, 2, ztag.c_str(), ztag.size());
}
#endif
}
}
}
bool GetCurrentTexture(GPUDebugBuffer &buffer, int level)
{
if (!gstate.isTextureMapEnabled()) {
return false;
}
GETextureFormat texfmt = gstate.getTextureFormat();
u32 texaddr = gstate.getTextureAddress(level);
u32 texbufw = GetTextureBufw(level, texaddr, texfmt);
int w = gstate.getTextureWidth(level);
int h = gstate.getTextureHeight(level);
u32 sizeInBits = textureBitsPerPixel[texfmt] * (texbufw * (h - 1) + w);
if (!texaddr || !Memory::IsValidRange(texaddr, sizeInBits / 8))
return false;
// We'll break trying to allocate this much.
if (w >= 0x8000 && h >= 0x8000)
return false;
buffer.Allocate(w, h, GE_FORMAT_8888, false);
SamplerID id;
ComputeSamplerID(&id);
id.cached.clut = clut;
// Slight annoyance, we may have to force a compile.
Sampler::FetchFunc sampler = Sampler::GetFetchFunc(id, nullptr);
if (!sampler) {
Sampler::FlushJit();
sampler = Sampler::GetFetchFunc(id, nullptr);
if (!sampler)
return false;
}
u8 *texptr = Memory::GetPointerWriteOrException(texaddr);
u32 *row = (u32 *)buffer.GetData();
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
row[x] = Vec4<int>(sampler(x, y, texptr, texbufw, level, id)).ToRGBA();
}
row += w;
}
return true;
}
} // namespace