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Jakly 2024-11-12 12:56:34 +01:00 committed by GitHub
commit a2b30c972a
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GPG Key ID: B5690EEEBB952194
2 changed files with 43 additions and 55 deletions

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@ -622,7 +622,7 @@ void SoftRenderer::SetupPolygonLeftEdge(SoftRenderer::RendererPolygon* rp, s32 y
rp->XL = rp->SlopeL.Setup(polygon->Vertices[rp->CurVL]->FinalPosition[0], polygon->Vertices[rp->NextVL]->FinalPosition[0],
polygon->Vertices[rp->CurVL]->FinalPosition[1], polygon->Vertices[rp->NextVL]->FinalPosition[1],
polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL], y);
polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL], y, polygon->WBuffer);
}
void SoftRenderer::SetupPolygonRightEdge(SoftRenderer::RendererPolygon* rp, s32 y) const
@ -649,7 +649,7 @@ void SoftRenderer::SetupPolygonRightEdge(SoftRenderer::RendererPolygon* rp, s32
rp->XR = rp->SlopeR.Setup(polygon->Vertices[rp->CurVR]->FinalPosition[0], polygon->Vertices[rp->NextVR]->FinalPosition[0],
polygon->Vertices[rp->CurVR]->FinalPosition[1], polygon->Vertices[rp->NextVR]->FinalPosition[1],
polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], y);
polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR], y, polygon->WBuffer);
}
void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* polygon) const
@ -755,8 +755,8 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
s32 wl = rp->SlopeL.Interp.Interpolate(polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL]);
s32 wr = rp->SlopeR.Interp.Interpolate(polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR]);
s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL]);
s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR]);
// right vertical edges are pushed 1px to the left as long as either:
// the left edge slope is not 0, or the span is not 0 pixels wide, and it is not at the leftmost pixel of the screen
@ -841,7 +841,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
int edge;
s32 x = xstart;
Interpolator<0> interpX(xstart, xend+1, wl, wr);
Interpolator<0> interpX(xstart, xend+1, wl, wr, polygon->WBuffer, zl, zr);
if (x < 0) x = 0;
s32 xlimit;
@ -863,7 +863,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
s32 z = interpX.InterpolateZ(zl, zr);
u32 dstattr = AttrBuffer[pixeladdr];
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
@ -889,7 +889,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
s32 z = interpX.InterpolateZ(zl, zr);
u32 dstattr = AttrBuffer[pixeladdr];
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
@ -915,7 +915,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
s32 z = interpX.InterpolateZ(zl, zr);
u32 dstattr = AttrBuffer[pixeladdr];
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
@ -980,8 +980,8 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
s32 wl = rp->SlopeL.Interp.Interpolate(polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL]);
s32 wr = rp->SlopeR.Interp.Interpolate(polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR]);
s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL]);
s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR]);
// right vertical edges are pushed 1px to the left as long as either:
// the left edge slope is not 0, or the span is not 0 pixels wide, and it is not at the leftmost pixel of the screen
@ -1091,7 +1091,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
int edge;
s32 x = xstart;
Interpolator<0> interpX(xstart, xend+1, wl, wr);
Interpolator<0> interpX(xstart, xend+1, wl, wr, polygon->WBuffer, zl, zr);
if (x < 0) x = 0;
s32 xlimit;
@ -1130,7 +1130,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
s32 z = interpX.InterpolateZ(zl, zr);
// if depth test against the topmost pixel fails, test
// against the pixel underneath
@ -1226,7 +1226,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
s32 z = interpX.InterpolateZ(zl, zr);
// if depth test against the topmost pixel fails, test
// against the pixel underneath
@ -1318,7 +1318,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
s32 z = interpX.InterpolateZ(zl, zr);
// if depth test against the topmost pixel fails, test
// against the pixel underneath

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@ -69,23 +69,24 @@ private:
{
public:
constexpr Interpolator() {}
constexpr Interpolator(s32 x0, s32 x1, s32 w0, s32 w1)
constexpr Interpolator(s32 x0, s32 x1, s32 w0, s32 w1, bool wbuffer, s32 z0, s32 z1)
{
Setup(x0, x1, w0, w1);
Setup(x0, x1, w0, w1, wbuffer, z0, z1);
}
constexpr void Setup(s32 x0, s32 x1, s32 w0, s32 w1)
constexpr void Setup(s32 x0, s32 x1, s32 w0, s32 w1, bool wbuffer, s32 z0 = 0, s32 z1 = 0)
{
this->x0 = x0;
this->x1 = x1;
this->xdiff = x1 - x0;
this->wbuffer = wbuffer;
// calculate reciprocal for Z interpolation
// TODO eventually: use a faster reciprocal function?
if (this->xdiff != 0)
this->xrecip_z = (1<<22) / this->xdiff;
else
this->xrecip_z = 0;
// calculate increment and init counter for Z interpolation
if (!dir && !wbuffer && xdiff != 0)
{
this->zincr = ((z1 - z0) >> 1) / xdiff << 1;
this->zcounter = z0;
}
// linear mode is used if both W values are equal and have
// low-order bits cleared (0-6 along X, 1-6 along Y)
@ -144,7 +145,7 @@ private:
constexpr s32 Interpolate(s32 y0, s32 y1) const
{
if (xdiff == 0 || y0 == y1) return y0;
if (x == 0 || xdiff == 0 || y0 == y1) return y0;
if (!linear)
{
@ -164,9 +165,9 @@ private:
}
}
constexpr s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer) const
constexpr s32 InterpolateZ(s32 z0, s32 z1)
{
if (xdiff == 0 || z0 == z1) return z0;
if (x == 0 || xdiff == 0 || z0 == z1) return z0;
if (wbuffer)
{
@ -179,37 +180,22 @@ private:
else
{
// Z-buffering: linear interpolation
// still doesn't quite match hardware...
s32 base = 0, disp = 0, factor = 0;
if (z0 < z1)
{
base = z0;
disp = z1 - z0;
factor = x;
}
else
{
base = z1;
disp = z0 - z1,
factor = xdiff - x;
}
// not perfect, but close
if (dir)
{
int shift = 0;
while (disp > 0x3FF)
{
disp >>= 1;
shift++;
}
return base + ((((s64)disp * factor * xrecip_z) >> 22) << shift);
// interpolating along y uses a different algorithm than x
// this algo probably isn't quite right though...
if (z0 < z1)
return z0 + (s64)(z1-z0) * x / xdiff;
else
return z1 + (s64)(z0-z1) * (xdiff-x) / xdiff;
}
else
{
disp >>= 9;
return base + (((s64)disp * factor * xrecip_z) >> 13);
// unoptimized algorithm is: z0 + ((z1-z0 >> 1) / xdiff * x << 1);
// or alternatively there's: z0 + (z1-z0) / (xdiff<<1) * (x<<1);
return zcounter += zincr;
}
}
}
@ -219,8 +205,10 @@ private:
int shift;
bool linear;
bool wbuffer;
s32 xrecip_z;
s32 zincr;
s32 zcounter;
s32 w0n, w0d, w1d;
u32 yfactor;
@ -244,7 +232,7 @@ private:
Increment = 0;
XMajor = false;
Interp.Setup(0, 0, 0, 0);
Interp.Setup(0, 0, 0, 0, false);
Interp.SetX(0);
xcov_incr = 0;
@ -252,7 +240,7 @@ private:
return x0;
}
constexpr s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, s32 y)
constexpr s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, s32 y, bool wbuffer)
{
this->x0 = x0;
this->y = y;
@ -318,7 +306,7 @@ private:
s32 x = XVal();
int interpoffset = (Increment >= 0x40000) && (side ^ Negative);
Interp.Setup(y0-interpoffset, y1-interpoffset, w0, w1);
Interp.Setup(y0-interpoffset, y1-interpoffset, w0, w1, wbuffer);
Interp.SetX(y);
// used for calculating AA coverage