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https://github.com/dolphin-emu/dolphin.git
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2b9389202e
This header doesn't actually make use of MathUtil.h within itself, so this can be removed. Many other source files used VideoCommon.h as an indirect include to include MathUtil.h, so these includes can also be adjusted. While we're at it, we can also migrate valid inclusions of VideoCommon.h into cpp files where it can feasibly be done to minimize propagating it via other headers.
473 lines
13 KiB
C++
473 lines
13 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoBackends/Software/Rasterizer.h"
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#include <algorithm>
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#include <cstring>
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/NativeVertexFormat.h"
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#include "VideoBackends/Software/Tev.h"
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#include "VideoCommon/PerfQueryBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace Rasterizer
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{
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static constexpr int BLOCK_SIZE = 2;
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static Slope ZSlope;
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static Slope WSlope;
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static Slope ColorSlopes[2][4];
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static Slope TexSlopes[8][3];
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static s32 vertex0X;
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static s32 vertex0Y;
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static float vertexOffsetX;
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static float vertexOffsetY;
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static Tev tev;
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static RasterBlock rasterBlock;
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void Init()
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{
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tev.Init();
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// Set initial z reference plane in the unlikely case that zfreeze is enabled when drawing the
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// first primitive.
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// TODO: This is just a guess!
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ZSlope.dfdx = ZSlope.dfdy = 0.f;
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ZSlope.f0 = 1.f;
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}
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// Returns approximation of log2(f) in s28.4
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// results are close enough to use for LOD
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static s32 FixedLog2(float f)
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{
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u32 x;
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std::memcpy(&x, &f, sizeof(u32));
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s32 logInt = ((x & 0x7F800000) >> 19) - 2032; // integer part
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s32 logFract = (x & 0x007fffff) >> 19; // approximate fractional part
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return logInt + logFract;
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}
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static inline int iround(float x)
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{
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int t = (int)x;
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if ((x - t) >= 0.5)
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return t + 1;
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return t;
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}
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void SetTevReg(int reg, int comp, s16 color)
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{
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tev.SetRegColor(reg, comp, color);
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}
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static void Draw(s32 x, s32 y, s32 xi, s32 yi)
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{
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INCSTAT(g_stats.this_frame.rasterized_pixels);
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float dx = vertexOffsetX + (float)(x - vertex0X);
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float dy = vertexOffsetY + (float)(y - vertex0Y);
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s32 z = (s32)std::clamp<float>(ZSlope.GetValue(dx, dy), 0.0f, 16777215.0f);
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if (bpmem.UseEarlyDepthTest() && g_ActiveConfig.bZComploc)
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{
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// TODO: Test if perf regs are incremented even if test is disabled
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT_ZCOMPLOC);
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if (bpmem.zmode.testenable)
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{
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// early z
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if (!EfbInterface::ZCompare(x, y, z))
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return;
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}
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT_ZCOMPLOC);
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}
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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tev.Position[0] = x;
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tev.Position[1] = y;
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tev.Position[2] = z;
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// colors
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for (int comp = 0; comp < 4; comp++)
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{
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u16 color = (u16)ColorSlopes[i][comp].GetValue(dx, dy);
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// clamp color value to 0
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u16 mask = ~(color >> 8);
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tev.Color[i][comp] = color & mask;
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}
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}
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// tex coords
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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// multiply by 128 because TEV stores UVs as s17.7
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tev.Uv[i].s = (s32)(pixel.Uv[i][0] * 128);
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tev.Uv[i].t = (s32)(pixel.Uv[i][1] * 128);
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}
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++)
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{
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tev.IndirectLod[i] = rasterBlock.IndirectLod[i];
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tev.IndirectLinear[i] = rasterBlock.IndirectLinear[i];
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}
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for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++)
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{
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tev.TextureLod[i] = rasterBlock.TextureLod[i];
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tev.TextureLinear[i] = rasterBlock.TextureLinear[i];
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}
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tev.Draw();
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}
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static void InitTriangle(float X1, float Y1, s32 xi, s32 yi)
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{
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vertex0X = xi;
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vertex0Y = yi;
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// adjust a little less than 0.5
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const float adjust = 0.495f;
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vertexOffsetX = ((float)xi - X1) + adjust;
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vertexOffsetY = ((float)yi - Y1) + adjust;
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}
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static void InitSlope(Slope* slope, float f1, float f2, float f3, float DX31, float DX12,
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float DY12, float DY31)
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{
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float DF31 = f3 - f1;
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float DF21 = f2 - f1;
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float a = DF31 * -DY12 - DF21 * DY31;
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float b = DX31 * DF21 + DX12 * DF31;
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float c = -DX12 * DY31 - DX31 * -DY12;
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slope->dfdx = -a / c;
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slope->dfdy = -b / c;
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slope->f0 = f1;
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}
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static inline void CalculateLOD(s32* lodp, bool* linear, u32 texmap, u32 texcoord)
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{
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const FourTexUnits& texUnit = bpmem.tex[(texmap >> 2) & 1];
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const u8 subTexmap = texmap & 3;
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// LOD calculation requires data from the texture mode for bias, etc.
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// it does not seem to use the actual texture size
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const TexMode0& tm0 = texUnit.texMode0[subTexmap];
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const TexMode1& tm1 = texUnit.texMode1[subTexmap];
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float sDelta, tDelta;
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if (tm0.diag_lod)
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{
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float* uv0 = rasterBlock.Pixel[0][0].Uv[texcoord];
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float* uv1 = rasterBlock.Pixel[1][1].Uv[texcoord];
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sDelta = fabsf(uv0[0] - uv1[0]);
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tDelta = fabsf(uv0[1] - uv1[1]);
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}
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else
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{
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float* uv0 = rasterBlock.Pixel[0][0].Uv[texcoord];
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float* uv1 = rasterBlock.Pixel[1][0].Uv[texcoord];
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float* uv2 = rasterBlock.Pixel[0][1].Uv[texcoord];
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sDelta = std::max(fabsf(uv0[0] - uv1[0]), fabsf(uv0[0] - uv2[0]));
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tDelta = std::max(fabsf(uv0[1] - uv1[1]), fabsf(uv0[1] - uv2[1]));
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}
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// get LOD in s28.4
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s32 lod = FixedLog2(std::max(sDelta, tDelta));
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// bias is s2.5
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int bias = tm0.lod_bias;
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bias >>= 1;
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lod += bias;
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*linear = ((lod > 0 && (tm0.min_filter & 4)) || (lod <= 0 && tm0.mag_filter));
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// NOTE: The order of comparisons for this clamp check matters.
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if (lod > static_cast<s32>(tm1.max_lod))
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lod = static_cast<s32>(tm1.max_lod);
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else if (lod < static_cast<s32>(tm1.min_lod))
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lod = static_cast<s32>(tm1.min_lod);
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*lodp = lod;
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}
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static void BuildBlock(s32 blockX, s32 blockY)
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{
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for (s32 yi = 0; yi < BLOCK_SIZE; yi++)
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{
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for (s32 xi = 0; xi < BLOCK_SIZE; xi++)
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{
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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float dx = vertexOffsetX + (float)(xi + blockX - vertex0X);
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float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y);
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float invW = 1.0f / WSlope.GetValue(dx, dy);
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pixel.InvW = invW;
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// tex coords
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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float projection = invW;
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if (xfmem.texMtxInfo[i].projection)
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{
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float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
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if (q != 0.0f)
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projection = invW / q;
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}
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
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}
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}
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}
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u32 indref = bpmem.tevindref.hex;
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++)
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{
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u32 texmap = indref & 3;
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indref >>= 3;
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u32 texcoord = indref & 3;
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indref >>= 3;
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CalculateLOD(&rasterBlock.IndirectLod[i], &rasterBlock.IndirectLinear[i], texmap, texcoord);
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}
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for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++)
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{
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int stageOdd = i & 1;
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const TwoTevStageOrders& order = bpmem.tevorders[i >> 1];
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if (order.getEnable(stageOdd))
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{
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u32 texmap = order.getTexMap(stageOdd);
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u32 texcoord = order.getTexCoord(stageOdd);
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CalculateLOD(&rasterBlock.TextureLod[i], &rasterBlock.TextureLinear[i], texmap, texcoord);
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}
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}
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}
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void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2)
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{
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INCSTAT(g_stats.this_frame.num_triangles_drawn);
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// adapted from http://devmaster.net/posts/6145/advanced-rasterization
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// 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
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// could also take floor and adjust -8
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9;
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const s32 Y2 = iround(16.0f * v1->screenPosition[1]) - 9;
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const s32 Y3 = iround(16.0f * v2->screenPosition[1]) - 9;
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const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9;
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const s32 X2 = iround(16.0f * v1->screenPosition[0]) - 9;
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const s32 X3 = iround(16.0f * v2->screenPosition[0]) - 9;
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// Deltas
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const s32 DX12 = X1 - X2;
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const s32 DX23 = X2 - X3;
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const s32 DX31 = X3 - X1;
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const s32 DY12 = Y1 - Y2;
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const s32 DY23 = Y2 - Y3;
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const s32 DY31 = Y3 - Y1;
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// Fixed-pos32 deltas
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const s32 FDX12 = DX12 * 16;
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const s32 FDX23 = DX23 * 16;
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const s32 FDX31 = DX31 * 16;
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const s32 FDY12 = DY12 * 16;
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const s32 FDY23 = DY23 * 16;
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const s32 FDY31 = DY31 * 16;
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// Bounding rectangle
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s32 minx = (std::min(std::min(X1, X2), X3) + 0xF) >> 4;
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s32 maxx = (std::max(std::max(X1, X2), X3) + 0xF) >> 4;
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s32 miny = (std::min(std::min(Y1, Y2), Y3) + 0xF) >> 4;
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s32 maxy = (std::max(std::max(Y1, Y2), Y3) + 0xF) >> 4;
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// scissor
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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int yoff = bpmem.scissorOffset.y * 2 - 342;
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s32 scissorLeft = bpmem.scissorTL.x - xoff - 342;
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if (scissorLeft < 0)
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scissorLeft = 0;
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s32 scissorTop = bpmem.scissorTL.y - yoff - 342;
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if (scissorTop < 0)
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scissorTop = 0;
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s32 scissorRight = bpmem.scissorBR.x - xoff - 341;
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if (scissorRight > EFB_WIDTH)
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scissorRight = EFB_WIDTH;
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s32 scissorBottom = bpmem.scissorBR.y - yoff - 341;
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if (scissorBottom > EFB_HEIGHT)
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scissorBottom = EFB_HEIGHT;
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minx = std::max(minx, scissorLeft);
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maxx = std::min(maxx, scissorRight);
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miny = std::max(miny, scissorTop);
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maxy = std::min(maxy, scissorBottom);
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if (minx >= maxx || miny >= maxy)
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return;
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// Setup slopes
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float fltx1 = v0->screenPosition.x;
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float flty1 = v0->screenPosition.y;
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float fltdx31 = v2->screenPosition.x - fltx1;
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float fltdx12 = fltx1 - v1->screenPosition.x;
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float fltdy12 = flty1 - v1->screenPosition.y;
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float fltdy31 = v2->screenPosition.y - flty1;
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InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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float w[3] = {1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w,
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1.0f / v2->projectedPosition.w};
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InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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// TODO: The zfreeze emulation is not quite correct, yet!
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// Many things might prevent us from reaching this line (culling, clipping, scissoring).
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// However, the zslope is always guaranteed to be calculated unless all vertices are trivially
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// rejected during clipping!
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// We're currently sloppy at this since we abort early if any of the culling/clipping/scissoring
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// tests fail.
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if (!bpmem.genMode.zfreeze || !g_ActiveConfig.bZFreeze)
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31,
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fltdx12, fltdy12, fltdy31);
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for (int comp = 0; comp < 4; comp++)
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp],
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fltdx31, fltdx12, fltdy12, fltdy31);
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}
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for (int comp = 0; comp < 3; comp++)
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
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v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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}
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// Half-edge constants
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s32 C1 = DY12 * X1 - DX12 * Y1;
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s32 C2 = DY23 * X2 - DX23 * Y2;
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s32 C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0))
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C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0))
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C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0))
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C3++;
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// Start in corner of 8x8 block
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minx &= ~(BLOCK_SIZE - 1);
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miny &= ~(BLOCK_SIZE - 1);
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// Loop through blocks
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for (s32 y = miny; y < maxy; y += BLOCK_SIZE)
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{
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for (s32 x = minx; x < maxx; x += BLOCK_SIZE)
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{
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// Corners of block
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s32 x0 = x << 4;
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s32 x1 = (x + BLOCK_SIZE - 1) << 4;
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s32 y0 = y << 4;
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s32 y1 = (y + BLOCK_SIZE - 1) << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0)
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continue;
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BuildBlock(x, y);
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// Accept whole block when totally covered
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if (a == 0xF && b == 0xF && c == 0xF)
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{
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
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Draw(x + ix, y + iy, ix, iy);
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}
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}
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}
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else // Partially covered block
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{
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s32 CY1 = C1 + DX12 * y0 - DY12 * x0;
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s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
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s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
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for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
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{
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s32 CX1 = CY1;
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s32 CX2 = CY2;
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s32 CX3 = CY3;
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for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
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{
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if (CX1 > 0 && CX2 > 0 && CX3 > 0)
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{
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Draw(x + ix, y + iy, ix, iy);
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}
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CX1 -= FDY12;
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CX2 -= FDY23;
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CX3 -= FDY31;
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}
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CY1 += FDX12;
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CY2 += FDX23;
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CY3 += FDX31;
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}
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}
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}
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}
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}
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} // namespace Rasterizer
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