fix build but also sw renderer crashes now

This commit is contained in:
Jaklyy 2023-12-20 21:51:33 -05:00
parent 4c2e03af53
commit 8cc42490de
3 changed files with 31 additions and 31 deletions

View File

@ -366,7 +366,7 @@ public:
// GPU 3D rasterization timing III, for first polygon exclusive timing characteristics
// should be done first, as these are "async" pre-calcs of polygon attributes
static constexpr int FirstVSlope = 0 * TimingFrac; // 1 | the first polygon in a scanline having two vertical slopes adds 1 to timings...?
static constexpr int FirstPerSlope = 1 * TimingFrac; // 1 | for each "slope" the first polygon has in this scanline increment it by 1. (see DoTimingsSlopes in GPU3D_Soft.cpp for more info)
static constexpr int FirstNull = 1 * TimingFrac; // 1 | if the first polygon is "null" (probably wrong?)
// static constexpr int RasterTimingCap = 51116 * TimingFrac;

View File

@ -114,7 +114,7 @@ void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept
}
}
bool SoftRenderer::DoTimings(s32 cycles, bool odd)
bool SoftRenderer::DoTimings(GPU3D& gpu3d, s32 cycles, bool odd)
{
// add timings to a counter and check if underflowed.
@ -125,7 +125,7 @@ bool SoftRenderer::DoTimings(s32 cycles, bool odd)
*counter += cycles;
if (RasterTiming - *counter > 0) return false;
GPU.GPU3D.DispCnt |= (1<<12);
gpu3d.DispCnt |= (1<<12);
return true;
}
@ -141,7 +141,7 @@ bool SoftRenderer::CheckTimings(s32 cycles, bool odd)
else return false;
}
u32 SoftRenderer::DoTimingsPixels(s32 pixels, bool odd)
u32 SoftRenderer::DoTimingsPixels(GPU3D& gpu3d, s32 pixels, bool odd)
{
// calculate and return the difference between the old span and the new span, while adding timings to the timings counter
@ -170,31 +170,31 @@ u32 SoftRenderer::DoTimingsPixels(s32 pixels, bool odd)
if (pixels <= 0) return 0;
GPU.GPU3D.DispCnt |= (1<<12);
gpu3d.DispCnt |= (1<<12);
return pixels;
}
bool SoftRenderer::DoTimingsSlopes(RendererPolygon* rp, s32 y, bool odd)
bool SoftRenderer::DoTimingsSlopes(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd)
{
// determine the timing impact of the first polygon's slopes.
Polygon* polygon = rp->PolyData;
if (polygon->YTop == polygon->YBottom) return false;
if (polygon->YTop == polygon->YBottom) return false; // 0 px tall line polygons do not have slopes, and thus no timing penalty
if (y == polygon->YTop) return false;
s32* counter;
if (odd) counter = &RasterTimingOdd;
else counter = &RasterTimingEven;
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom) *counter += 1;
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom) *counter += FirstPerSlope;
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom) *counter += 1;
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom) *counter += FirstPerSlope;
return DoTimings(2, odd); // CHECKME: does this need to be done time its incremented here?
return DoTimings(gpu3d, FirstPerSlope*2, odd); // CHECKME: does this need to be done every time its incremented here? does this even need to be done *at all?*
}
void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
{
u32 vramaddr = (texparam & 0xFFFF) << 3;
@ -778,7 +778,7 @@ void SoftRenderer::CheckSlope(RendererPolygon* rp, s32 y)
}
}
bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd)
bool SoftRenderer::RenderShadowMaskScanline(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd)
{
Polygon* polygon = rp->PolyData;
@ -913,7 +913,7 @@ bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
// determine if the span can be rendered within the time allotted to the scanline
// TODO: verify the timing characteristics of shadow masks are the same as regular polygons.
s32 diff = DoTimingsPixels(xend-x, odd);
s32 diff = DoTimingsPixels(gpu3d, xend-x, odd);
if (diff != 0)
{
xend -= diff;
@ -1006,7 +1006,7 @@ bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
return abortscanline;
}
bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, bool odd)
bool SoftRenderer::RenderPolygonScanline(GPU& gpu, RendererPolygon* rp, s32 y, bool odd)
{
Polygon* polygon = rp->PolyData;
u32 polyattr = (polygon->Attr & 0x3F008000);
@ -1163,7 +1163,7 @@ bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
if (xend > 256) xend = 256;
// determine if the span can be rendered within the time allotted to the scanline
s32 diff = DoTimingsPixels(xend-x, odd);
s32 diff = DoTimingsPixels(gpu.GPU3D, xend-x, odd);
if (diff != 0)
{
xend -= diff;
@ -1460,7 +1460,7 @@ bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
return abortscanline;
}
bool SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys, bool odd)
bool SoftRenderer::RenderScanline(GPU& gpu, s32 y, int npolys, bool odd)
{
bool abort = false;
bool first = true;
@ -1471,16 +1471,16 @@ bool SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys, bool odd)
if (y == polygon->YBottom && y != polygon->YTop)
{
if (!abort) abort = (first && DoTimings(FirstNull, odd)) || DoTimings(EmptyPolyScanline, odd);
if (!abort) abort = (first && DoTimings(gpu.GPU3D, FirstNull, odd)) || DoTimings(gpu.GPU3D, EmptyPolyScanline, odd);
first = false;
}
else if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
{
//if (y == polygon->YTop) if(DoTimings(FirstPolyScanline, odd)) abort = true;
//if (y == polygon->YTop) if(DoTimings(gpu.GPU3D, FirstPolyScanline, odd)) abort = true;
if (!abort) abort = (first && DoTimingsSlopes(rp, y, odd)) // incorrect. needs research; behavior is strange...
|| DoTimings(PerPolyScanline, odd)
if (!abort) abort = (first && DoTimingsSlopes(gpu.GPU3D, rp, y, odd)) // incorrect. needs research; behavior is strange...
|| DoTimings(gpu.GPU3D, PerPolyScanline, odd)
|| (!CheckTimings(MinToStartPoly, odd));
if (abort)
@ -1784,7 +1784,7 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
}
}
void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys)
void SoftRenderer::RenderPolygons(GPU& gpu, bool threaded, Polygon** polygons, int npolys)
{
int j = 0;
for (int i = 0; i < npolys; i++)
@ -1799,7 +1799,7 @@ void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polyg
s8 buffersize = 0;
RasterTiming = InitialTiming;
bool abort = false;
ClearBuffers();
ClearBuffers(gpu);
s32 gpu2dtracking = InitGPU2DTimeout;
s32 gpu2dfreetime = InitGPU2DTimeout;
s32 prev2dtime;
@ -1867,7 +1867,7 @@ void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polyg
// seems to display the lowest scanline buffer count reached during the current frame.
// we also caps it to 46 here, because this reg does that too for some reason.
if (GPU.GPU3D.RDLines > buffersize) GPU.GPU3D.RDLines = buffersize;
if (gpu.GPU3D.RDLines > buffersize) gpu.GPU3D.RDLines = buffersize;
}
for (s32 y = 1; y < 192; y++)

View File

@ -453,10 +453,10 @@ private:
};
RendererPolygon PolygonList[2048];
bool DoTimings(s32 cycles, bool odd);
bool DoTimings(GPU3D& gpu3d, s32 cycles, bool odd);
bool CheckTimings(s32 cycles, bool odd);
u32 DoTimingsPixels(s32 pixels, bool odd);
bool DoTimingsSlopes(RendererPolygon* rp, s32 y, bool odd);
u32 DoTimingsPixels(GPU3D& gpu3d, s32 pixels, bool odd);
bool DoTimingsSlopes(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd);
void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
u32 RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
@ -465,13 +465,13 @@ private:
void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
void Step(RendererPolygon* rp);
void CheckSlope(RendererPolygon* rp, s32 y);
bool RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd);
bool RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, bool odd);
bool RenderScanline(const GPU& gpu, s32 y, int npolys, bool odd);
bool RenderShadowMaskScanline(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd);
bool RenderPolygonScanline(GPU& gpu, RendererPolygon* rp, s32 y, bool odd);
bool RenderScanline(GPU& gpu, s32 y, int npolys, bool odd);
u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
void ScanlineFinalPass(const GPU3D& gpu3d, s32 y, u8 rdbufferoffset, bool odd, s32 uhohzone);
void ClearBuffers((const GPU& gpu);
void RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys);
void ClearBuffers(const GPU& gpu);
void RenderPolygons(GPU& gpu, bool threaded, Polygon** polygons, int npolys);
void RenderThreadFunc(GPU& gpu);