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https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
fix build but also sw renderer crashes now
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4c2e03af53
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@ -366,7 +366,7 @@ public:
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// GPU 3D rasterization timing III, for first polygon exclusive timing characteristics
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// should be done first, as these are "async" pre-calcs of polygon attributes
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static constexpr int FirstVSlope = 0 * TimingFrac; // 1 | the first polygon in a scanline having two vertical slopes adds 1 to timings...?
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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)
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static constexpr int FirstNull = 1 * TimingFrac; // 1 | if the first polygon is "null" (probably wrong?)
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// static constexpr int RasterTimingCap = 51116 * TimingFrac;
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@ -114,7 +114,7 @@ void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept
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}
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}
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bool SoftRenderer::DoTimings(s32 cycles, bool odd)
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bool SoftRenderer::DoTimings(GPU3D& gpu3d, s32 cycles, bool odd)
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{
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// add timings to a counter and check if underflowed.
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@ -125,7 +125,7 @@ bool SoftRenderer::DoTimings(s32 cycles, bool odd)
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*counter += cycles;
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if (RasterTiming - *counter > 0) return false;
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GPU.GPU3D.DispCnt |= (1<<12);
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gpu3d.DispCnt |= (1<<12);
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return true;
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}
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@ -141,7 +141,7 @@ bool SoftRenderer::CheckTimings(s32 cycles, bool odd)
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else return false;
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}
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u32 SoftRenderer::DoTimingsPixels(s32 pixels, bool odd)
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u32 SoftRenderer::DoTimingsPixels(GPU3D& gpu3d, s32 pixels, bool odd)
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{
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// calculate and return the difference between the old span and the new span, while adding timings to the timings counter
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@ -170,31 +170,31 @@ u32 SoftRenderer::DoTimingsPixels(s32 pixels, bool odd)
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if (pixels <= 0) return 0;
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GPU.GPU3D.DispCnt |= (1<<12);
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gpu3d.DispCnt |= (1<<12);
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return pixels;
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}
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bool SoftRenderer::DoTimingsSlopes(RendererPolygon* rp, s32 y, bool odd)
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bool SoftRenderer::DoTimingsSlopes(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd)
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{
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// determine the timing impact of the first polygon's slopes.
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Polygon* polygon = rp->PolyData;
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if (polygon->YTop == polygon->YBottom) return false;
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if (polygon->YTop == polygon->YBottom) return false; // 0 px tall line polygons do not have slopes, and thus no timing penalty
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if (y == polygon->YTop) return false;
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s32* counter;
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if (odd) counter = &RasterTimingOdd;
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else counter = &RasterTimingEven;
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if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom) *counter += 1;
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if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom) *counter += FirstPerSlope;
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if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom) *counter += 1;
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if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom) *counter += FirstPerSlope;
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return DoTimings(2, odd); // CHECKME: does this need to be done time its incremented here?
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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?*
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}
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void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha)
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void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
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{
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u32 vramaddr = (texparam & 0xFFFF) << 3;
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@ -778,7 +778,7 @@ void SoftRenderer::CheckSlope(RendererPolygon* rp, s32 y)
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}
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}
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bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd)
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bool SoftRenderer::RenderShadowMaskScanline(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd)
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{
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Polygon* polygon = rp->PolyData;
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@ -913,7 +913,7 @@ bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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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, odd);
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s32 diff = DoTimingsPixels(gpu3d, xend-x, odd);
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if (diff != 0)
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{
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xend -= diff;
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@ -1006,7 +1006,7 @@ bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
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return abortscanline;
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}
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bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, bool odd)
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bool SoftRenderer::RenderPolygonScanline(GPU& gpu, RendererPolygon* rp, s32 y, bool odd)
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{
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Polygon* polygon = rp->PolyData;
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u32 polyattr = (polygon->Attr & 0x3F008000);
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@ -1163,7 +1163,7 @@ bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
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if (xend > 256) xend = 256;
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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, odd);
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s32 diff = DoTimingsPixels(gpu.GPU3D, xend-x, odd);
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if (diff != 0)
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{
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xend -= diff;
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@ -1460,7 +1460,7 @@ bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
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return abortscanline;
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}
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bool SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys, bool odd)
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bool SoftRenderer::RenderScanline(GPU& gpu, s32 y, int npolys, bool odd)
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{
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bool abort = false;
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bool first = true;
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@ -1471,16 +1471,16 @@ bool SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys, bool odd)
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if (y == polygon->YBottom && y != polygon->YTop)
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{
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if (!abort) abort = (first && DoTimings(FirstNull, odd)) || DoTimings(EmptyPolyScanline, odd);
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if (!abort) abort = (first && DoTimings(gpu.GPU3D, FirstNull, odd)) || DoTimings(gpu.GPU3D, EmptyPolyScanline, odd);
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first = false;
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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 (y == polygon->YTop) if(DoTimings(FirstPolyScanline, odd)) abort = true;
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//if (y == polygon->YTop) if(DoTimings(gpu.GPU3D, FirstPolyScanline, odd)) abort = true;
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if (!abort) abort = (first && DoTimingsSlopes(rp, y, odd)) // incorrect. needs research; behavior is strange...
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|| DoTimings(PerPolyScanline, odd)
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if (!abort) abort = (first && DoTimingsSlopes(gpu.GPU3D, rp, y, odd)) // incorrect. needs research; behavior is strange...
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|| DoTimings(gpu.GPU3D, PerPolyScanline, odd)
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|| (!CheckTimings(MinToStartPoly, odd));
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if (abort)
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@ -1784,7 +1784,7 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
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}
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}
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void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys)
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void SoftRenderer::RenderPolygons(GPU& gpu, bool threaded, Polygon** polygons, int npolys)
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{
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int j = 0;
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for (int i = 0; i < npolys; i++)
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@ -1799,7 +1799,7 @@ void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polyg
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s8 buffersize = 0;
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RasterTiming = InitialTiming;
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bool abort = false;
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ClearBuffers();
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ClearBuffers(gpu);
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s32 gpu2dtracking = InitGPU2DTimeout;
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s32 gpu2dfreetime = InitGPU2DTimeout;
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s32 prev2dtime;
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@ -1867,7 +1867,7 @@ void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polyg
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// seems to display the lowest scanline buffer count reached during the current frame.
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// we also caps it to 46 here, because this reg does that too for some reason.
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if (GPU.GPU3D.RDLines > buffersize) GPU.GPU3D.RDLines = buffersize;
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if (gpu.GPU3D.RDLines > buffersize) gpu.GPU3D.RDLines = buffersize;
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}
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for (s32 y = 1; y < 192; y++)
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@ -453,10 +453,10 @@ private:
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};
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RendererPolygon PolygonList[2048];
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bool DoTimings(s32 cycles, bool odd);
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bool DoTimings(GPU3D& gpu3d, s32 cycles, bool odd);
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bool CheckTimings(s32 cycles, bool odd);
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u32 DoTimingsPixels(s32 pixels, bool odd);
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bool DoTimingsSlopes(RendererPolygon* rp, s32 y, bool odd);
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u32 DoTimingsPixels(GPU3D& gpu3d, s32 pixels, bool odd);
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bool DoTimingsSlopes(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd);
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void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
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u32 RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const;
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void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
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@ -465,13 +465,13 @@ 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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bool RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd);
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bool RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, bool odd);
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bool RenderScanline(const GPU& gpu, s32 y, int npolys, bool odd);
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bool RenderShadowMaskScanline(GPU3D& gpu3d, RendererPolygon* rp, s32 y, bool odd);
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bool RenderPolygonScanline(GPU& gpu, RendererPolygon* rp, s32 y, bool odd);
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bool RenderScanline(GPU& gpu, s32 y, int npolys, bool odd);
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u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
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void ScanlineFinalPass(const GPU3D& gpu3d, s32 y, u8 rdbufferoffset, bool odd, s32 uhohzone);
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void ClearBuffers((const GPU& gpu);
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void RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys);
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void ClearBuffers(const GPU& gpu);
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void RenderPolygons(GPU& gpu, bool threaded, Polygon** polygons, int npolys);
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void RenderThreadFunc(GPU& gpu);
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