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https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 05:17:40 -07:00
remove accuracy toggle
doesn't seem necessary
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parent
72ffe6b297
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0b85038586
@ -825,7 +825,6 @@ void SoftRenderer::CheckSlope(RendererPolygon* rp, s32 y)
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}
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}
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template <bool accuracy>
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bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, s32* timingcounter)
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{
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Polygon* polygon = rp->PolyData;
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@ -958,10 +957,7 @@ bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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if (x < 0) x = 0;
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s32 xlimit;
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if (accuracy)
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{
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// determine if the span can be rendered within the time allotted to the scanline
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// TODO: verify the timing characteristics of shadow masks are the same as regular polygons.
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s32 diff = DoTimingsPixels(xend-x, timingcounter);
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if (diff != 0)
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{
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@ -970,8 +966,6 @@ bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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abortscanline = true;
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}
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else abortscanline = false;
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}
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// note: if accuracy mode isn't enabled the abort flag never gets set, this is fine, because it also never gets used by fast mode.
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// we cap it to 256 *after* counting the cycles, because yes, it tries to render oob pixels.
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if (xend > 256)
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@ -1064,7 +1058,6 @@ bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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return abortscanline;
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}
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template <bool accuracy>
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bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, s32* timingcounter)
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{
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Polygon* polygon = rp->PolyData;
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@ -1220,8 +1213,6 @@ bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
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s32 xcov = 0;
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if (accuracy)
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{
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// determine if the span can be rendered within the time allotted to the scanline
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s32 diff = DoTimingsPixels(xend-x, timingcounter);
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if (diff != 0)
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@ -1231,8 +1222,6 @@ bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
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abortscanline = true;
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}
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else abortscanline = false;
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}
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// note: if accuracy mode isn't enabled the abort flag never gets set, this is fine, because it also never gets used by fast mode.
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// we cap it to 256 *after* counting the cycles, because yes, it tries to render oob pixels.
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if (xend > 256)
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@ -1528,7 +1517,6 @@ bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
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return abortscanline;
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}
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template <bool accuracy>
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void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int firstpoly, int npolys, s32* timingcounter)
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{
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bool abort = false;
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@ -1537,24 +1525,24 @@ void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int firstpoly, int npol
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RendererPolygon* rp = &PolygonList[firstpoly];
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Polygon* polygon = rp->PolyData;
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if (accuracy && y == polygon->YBottom && y != polygon->YTop)
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if (y == polygon->YBottom && y != polygon->YTop)
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{
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if (!abort) abort = !DoTimings(EmptyPolyScanline, timingcounter);
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}
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else if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
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{
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if (accuracy && !abort) abort = (!DoTimings(PerPolyScanline, timingcounter)
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if (!abort) abort = (!DoTimings(PerPolyScanline, timingcounter)
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|| !CheckTimings(MinToStartPoly, timingcounter));
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if (accuracy && abort)
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if (abort)
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{
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CheckSlope(rp, y);
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Step(rp);
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}
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else if (polygon->IsShadowMask)
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abort = RenderShadowMaskScanline<accuracy>(gpu.GPU3D, rp, y, timingcounter);
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abort = RenderShadowMaskScanline(gpu.GPU3D, rp, y, timingcounter);
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else
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abort = RenderPolygonScanline<accuracy>(gpu, rp, y, timingcounter);
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abort = RenderPolygonScanline(gpu, rp, y, timingcounter);
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}
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}
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}
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@ -1891,29 +1879,6 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
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}
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}
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void SoftRenderer::RenderPolygonsFast(GPU& gpu, Polygon** polygons, int npolys)
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{
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gpu.GPU3D.RDLinesTemp = 46; // dumb way of making sure it gets updated to a "normal" value when the gpu starts rasterizing.
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int j = 0;
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for (int i = 0; i < npolys; i++)
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{
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if (polygons[i]->Degenerate) continue;
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SetupPolygon(&PolygonList[j++], polygons[i]);
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}
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RenderScanline<false>(gpu, 0, 0, j, nullptr);
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for (s32 y = 1; y < 192; y++)
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{
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RenderScanline<false>(gpu, y, 0, j, nullptr);
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ScanlineFinalPass<false>(gpu.GPU3D, y-1, true, true);
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Platform::Semaphore_Post(Sema_ScanlineCount);
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}
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ScanlineFinalPass<false>(gpu.GPU3D, 191, true, true);
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Platform::Semaphore_Post(Sema_ScanlineCount);
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}
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#define RDLINES_COUNT_INCREMENT\
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/* feels wrong, needs improvement */\
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while (RasterTiming >= RDDecrement[nextreadrd])\
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@ -1943,8 +1908,8 @@ void SoftRenderer::RenderPolygonsFast(GPU& gpu, Polygon** polygons, int npolys)
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ScanlineTimeout = SLRead[y-1] - (PreReadCutoff+FinalPassLen);\
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\
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FindFirstPolyDoTimings(j, y, &firstpolyeven, &firstpolyodd, &rastertimingeven, &rastertimingodd);\
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RenderScanline<true>(gpu, y, firstpolyeven, j, &rastertimingeven);\
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RenderScanline<true>(gpu, y+1, firstpolyodd, j, &rastertimingodd);\
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RenderScanline(gpu, y, firstpolyeven, j, &rastertimingeven);\
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RenderScanline(gpu, y+1, firstpolyodd, j, &rastertimingodd);\
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\
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prevtimespent = timespent;\
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RasterTiming += timespent = std::max(std::initializer_list<s32> {rastertimingeven, rastertimingodd, FinalPassLen});\
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@ -1975,8 +1940,8 @@ void SoftRenderer::RenderPolygonsTiming(GPU& gpu, Polygon** polygons, int npolys
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FindFirstPolyDoTimings(j, 0, &firstpolyeven, &firstpolyodd, &rastertimingeven, &rastertimingodd);
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// scanlines are rendered in pairs of two
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RenderScanline<true>(gpu, 0, firstpolyeven, j, &rastertimingeven);
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RenderScanline<true>(gpu, 1, firstpolyodd, j, &rastertimingodd);
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RenderScanline(gpu, 0, firstpolyeven, j, &rastertimingeven);
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RenderScanline(gpu, 1, firstpolyodd, j, &rastertimingodd);
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// it can't proceed to the next scanline unless all others steps are done (both scanlines in the pair, and final pass)
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RasterTiming = timespent = std::max(std::initializer_list<s32> {rastertimingeven, rastertimingodd, FinalPassLen});
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@ -2067,13 +2032,9 @@ void SoftRenderer::RenderFrame(GPU& gpu)
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if (gpu.GPU3D.RenderingEnabled >= 3)
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{
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if (Accuracy)
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RenderPolygonsTiming(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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else
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RenderPolygonsFast(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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}
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else
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if (Accuracy) memcpy(FinalBuffer, ColorBuffer, sizeof(FinalBuffer));
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else memcpy(FinalBuffer, ColorBuffer, sizeof(FinalBuffer));
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}
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}
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@ -2109,14 +2070,11 @@ void SoftRenderer::RenderThreadFunc(GPU& gpu)
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if (gpu.GPU3D.RenderingEnabled >= 3)
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{
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if (Accuracy)
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RenderPolygonsTiming(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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else
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RenderPolygonsFast(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
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}
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else
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{
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if (Accuracy) memcpy(FinalBuffer, ColorBuffer, sizeof(FinalBuffer));
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memcpy(FinalBuffer, ColorBuffer, sizeof(FinalBuffer));
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Platform::Semaphore_Post(Sema_ScanlineCount, 192);
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}
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}
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@ -2131,7 +2089,7 @@ void SoftRenderer::RenderThreadFunc(GPU& gpu)
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void SoftRenderer::ScanlineSync(int line)
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{
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// only used in accurate mode (timings must be emulated)
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if (Accuracy && RenderThreadRunning.load(std::memory_order_relaxed))
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if (RenderThreadRunning.load(std::memory_order_relaxed))
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{
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if (line < 192)
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{
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@ -2144,20 +2102,7 @@ void SoftRenderer::ScanlineSync(int line)
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u32* SoftRenderer::GetLine(int line)
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{
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// only wait in in-accurate mode (we've already waited for scanlines in accurate mode)
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if (!Accuracy)
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{
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if (RenderThreadRunning.load(std::memory_order_relaxed))
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{
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if (line < 192)
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// We need a scanline, so let's wait for the render thread to finish it.
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// (both threads process scanlines from top-to-bottom,
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// so we don't need to wait for a specific row)
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Platform::Semaphore_Wait(Sema_ScanlineCount);
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}
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return &ColorBuffer[line*ScanlineWidth];
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}
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else return &FinalBuffer[line*ScanlineWidth];
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return &FinalBuffer[line*ScanlineWidth];
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}
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}
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@ -468,9 +468,9 @@ private:
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
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void Step(RendererPolygon* rp);
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void CheckSlope(RendererPolygon* rp, s32 y);
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template <bool accuracy> bool RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, s32* timingcounter);
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template <bool accuracy> bool RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, s32* timingcounter);
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template <bool accuracy> void RenderScanline(const GPU& gpu, s32 y, int firstpoly, int npolys, s32* timingcounter);
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bool RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, s32* timingcounter);
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bool RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, s32* timingcounter);
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void RenderScanline(const GPU& gpu, s32 y, int firstpoly, int npolys, s32* timingcounter);
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u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
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bool CheckEdgeMarkingPixel(u32 polyid, u32 z, u32 pixeladdr);
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bool CheckEdgeMarkingClearPlane(const GPU3D& gpu3d, u32 polyid, u32 z);
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@ -521,8 +521,6 @@ private:
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bool FrameIdentical;
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bool Accuracy = true; // TODO
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// threading
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bool Threaded;
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