mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 21:37:42 -07:00
Merge 0b85038586
into 8b6628b070
This commit is contained in:
commit
a801a0c280
@ -879,6 +879,11 @@ void GPU::StartHBlank(u32 line) noexcept
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DispStat[0] |= (1<<1);
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DispStat[0] |= (1<<1);
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DispStat[1] |= (1<<1);
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DispStat[1] |= (1<<1);
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// TODO: not quite the correct update time, but... close enough i guess?
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int scanline = (VCount == 262 ? 0 : (line+1));
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if (!(scanline & 1)) GPU3D.ScanlineSync(scanline);
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if (GPU3D.UnderflowFlagVCount == scanline) GPU3D.DispCnt |= (1<<12);
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if (VCount < 192)
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if (VCount < 192)
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{
|
{
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// draw
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// draw
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@ -1013,7 +1018,7 @@ void GPU::StartScanline(u32 line) noexcept
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{
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{
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if (VCount == 192)
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if (VCount == 192)
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{
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{
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// in reality rendering already finishes at line 144
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// in reality rendering already finishes at line 144 (can take up to ~191 depending on load)
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// and games might already start to modify texture memory.
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// and games might already start to modify texture memory.
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// That doesn't matter for us because we cache the entire
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// That doesn't matter for us because we cache the entire
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// texture memory anyway and only update it before the start
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// texture memory anyway and only update it before the start
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@ -183,6 +183,8 @@ void GPU3D::ResetRenderingState() noexcept
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RenderClearAttr1 = 0x3F000000;
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RenderClearAttr1 = 0x3F000000;
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RenderClearAttr2 = 0x00007FFF;
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RenderClearAttr2 = 0x00007FFF;
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RenderFrameIdentical = false;
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}
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}
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void GPU3D::Reset() noexcept
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void GPU3D::Reset() noexcept
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@ -236,7 +238,7 @@ void GPU3D::Reset() noexcept
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TotalParams = 0;
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TotalParams = 0;
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GeometryEnabled = false;
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GeometryEnabled = false;
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RenderingEnabled = false;
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RenderingEnabled = 0;
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DispCnt = 0;
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DispCnt = 0;
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AlphaRefVal = 0;
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AlphaRefVal = 0;
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@ -255,6 +257,9 @@ void GPU3D::Reset() noexcept
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ResetRenderingState();
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ResetRenderingState();
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UnderflowFlagVCount = -1;
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RDLines = 63;
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AbortFrame = false;
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AbortFrame = false;
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Timestamp = 0;
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Timestamp = 0;
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@ -549,12 +554,16 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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file->Bool32(&AbortFrame);
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file->Bool32(&AbortFrame);
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file->Bool32(&GeometryEnabled);
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file->Bool32(&GeometryEnabled);
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file->Bool32(&RenderingEnabled);
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file->Var8(&RenderingEnabled);
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file->Var32(&PolygonMode);
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file->Var32(&PolygonMode);
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file->Var32(&PolygonAttr);
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file->Var32(&PolygonAttr);
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file->Var32(&CurPolygonAttr);
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file->Var32(&CurPolygonAttr);
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file->Var32(&TexParam);
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file->Var32(&TexParam);
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file->Var32(&TexPalette);
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file->Var32(&TexPalette);
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file->Var8(&RDLines);
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file->Var8(&RDLinesTemp);
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RenderFrameIdentical = false;
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RenderFrameIdentical = false;
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if (softRenderer && softRenderer->IsThreaded())
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if (softRenderer && softRenderer->IsThreaded())
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{
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{
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@ -567,9 +576,19 @@ void GPU3D::DoSavestate(Savestate* file) noexcept
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void GPU3D::SetEnabled(bool geometry, bool rendering) noexcept
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void GPU3D::SetEnabled(bool geometry, bool rendering) noexcept
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{
|
{
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GeometryEnabled = geometry;
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GeometryEnabled = geometry;
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RenderingEnabled = rendering;
|
if (rendering)
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|
{
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if (!rendering) ResetRenderingState();
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if (RenderingEnabled == 0)
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|
{
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RenderingEnabled = 1;
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RDLinesTemp = 63; // CHECKME
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|
}
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|
}
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|
else
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|
{
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ResetRenderingState();
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RenderingEnabled = 0;
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}
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}
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}
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@ -2458,12 +2477,16 @@ bool YSort(Polygon* a, Polygon* b)
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|
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void GPU3D::VBlank() noexcept
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void GPU3D::VBlank() noexcept
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{
|
{
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|
if (RenderingEnabled)
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RDLines = RDLinesTemp;
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|
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if (GeometryEnabled)
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if (GeometryEnabled)
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{
|
{
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if (RenderingEnabled)
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if (RenderingEnabled >= 3)
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{
|
{
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if (FlushRequest)
|
if (FlushRequest)
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{
|
{
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swap:
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if (NumPolygons)
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if (NumPolygons)
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{
|
{
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// separate translucent polygons from opaque ones
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// separate translucent polygons from opaque ones
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@ -2517,6 +2540,15 @@ void GPU3D::VBlank() noexcept
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RenderClearAttr1 = ClearAttr1;
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RenderClearAttr1 = ClearAttr1;
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RenderClearAttr2 = ClearAttr2;
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RenderClearAttr2 = ClearAttr2;
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}
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}
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else if (RenderingEnabled != 0)
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|
{
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if (FlushRequest)
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|
{
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RenderingEnabled++;
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|
if (RenderingEnabled >= 3)
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goto swap;
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|
}
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|
}
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if (FlushRequest)
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if (FlushRequest)
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{
|
{
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@ -2545,6 +2577,10 @@ void GPU3D::SetRenderXPos(u16 xpos) noexcept
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RenderXPos = xpos & 0x01FF;
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RenderXPos = xpos & 0x01FF;
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}
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}
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void GPU3D::ScanlineSync(int line) noexcept
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|
{
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CurrentRenderer->ScanlineSync(line);
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|
}
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u32* GPU3D::GetLine(int line) noexcept
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u32* GPU3D::GetLine(int line) noexcept
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{
|
{
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@ -2672,7 +2708,7 @@ u16 GPU3D::Read16(u32 addr) noexcept
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return DispCnt;
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return DispCnt;
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case 0x04000320:
|
case 0x04000320:
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return 46; // TODO, eventually
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return RDLines;
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|
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case 0x04000600:
|
case 0x04000600:
|
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{
|
{
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@ -2716,7 +2752,7 @@ u32 GPU3D::Read32(u32 addr) noexcept
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return DispCnt;
|
return DispCnt;
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case 0x04000320:
|
case 0x04000320:
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return 46; // TODO, eventually
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return RDLines;
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|
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case 0x04000600:
|
case 0x04000600:
|
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{
|
{
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|
78
src/GPU3D.h
78
src/GPU3D.h
@ -25,10 +25,12 @@
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#include "Savestate.h"
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#include "Savestate.h"
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#include "FIFO.h"
|
#include "FIFO.h"
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|
|
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|
|
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namespace melonDS
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namespace melonDS
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{
|
{
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class GPU;
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class GPU;
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struct Vertex
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struct Vertex
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{
|
{
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s32 Position[4];
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s32 Position[4];
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@ -112,6 +114,7 @@ public:
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|
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void SetRenderXPos(u16 xpos) noexcept;
|
void SetRenderXPos(u16 xpos) noexcept;
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[[nodiscard]] u16 GetRenderXPos() const noexcept { return RenderXPos; }
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[[nodiscard]] u16 GetRenderXPos() const noexcept { return RenderXPos; }
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void ScanlineSync(int line) noexcept;
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u32* GetLine(int line) noexcept;
|
u32* GetLine(int line) noexcept;
|
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|
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void WriteToGXFIFO(u32 val) noexcept;
|
void WriteToGXFIFO(u32 val) noexcept;
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@ -241,9 +244,18 @@ public:
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u32 TotalParams = 0;
|
u32 TotalParams = 0;
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|
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bool GeometryEnabled = false;
|
bool GeometryEnabled = false;
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bool RenderingEnabled = false;
|
// 0 = powered off
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|
// 1 = powered on, inactive
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|
// 2 = one swap buffers, inactive
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|
// 3 = two swap buffers, active;
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|
u8 RenderingEnabled = 0;
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|
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u32 DispCnt = 0;
|
u32 DispCnt = 0;
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|
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|
u16 UnderflowFlagVCount = 0;
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|
u8 RDLines = 0;
|
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|
u8 RDLinesTemp = 0;
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|
|
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u8 AlphaRefVal = 0;
|
u8 AlphaRefVal = 0;
|
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u8 AlphaRef = 0;
|
u8 AlphaRef = 0;
|
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|
|
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@ -329,6 +341,69 @@ public:
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u32 ScrolledLine[256]; // not part of the hardware state, don't serialize
|
u32 ScrolledLine[256]; // not part of the hardware state, don't serialize
|
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};
|
};
|
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|
|
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|
// Rasterization Timing Constants
|
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|
|
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|
static constexpr int TimingFrac = 1; // add a fractional component if pixels is not enough precision
|
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|
|
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|
// GPU 2D Read Timings: For Emulating Buffer Read/Write Race Conditions
|
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|
static constexpr int DelayBetweenReads = 809 * TimingFrac;
|
||||||
|
static constexpr int ScanlineReadSpeed = 256 * TimingFrac;
|
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|
static constexpr int ScanlineReadInc = DelayBetweenReads + ScanlineReadSpeed;
|
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|
static constexpr int InitGPU2DTimeout = (51875+565) * TimingFrac; // 51618? 51874? 52128? | when it finishes reading the first scanline.
|
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|
static constexpr int FrameLength = ScanlineReadInc * 263; // how long the entire frame is. TODO: Verify if we actually need this?
|
||||||
|
|
||||||
|
// compile-time list of scanline read times
|
||||||
|
// these *should* always occur at the same point in each frame, so it shouldn't matter if we make them fixed
|
||||||
|
static constexpr std::array<u32, 192> SLRead = []() constexpr {
|
||||||
|
std::array<u32, 192> readtime {};
|
||||||
|
|
||||||
|
for (int i = 0, time = InitGPU2DTimeout; i < 192; i++, time += ScanlineReadInc)
|
||||||
|
{
|
||||||
|
readtime[i] = time;
|
||||||
|
}
|
||||||
|
return readtime;
|
||||||
|
}();
|
||||||
|
|
||||||
|
static constexpr int PreReadCutoff = 565; // time before a read that a scanline is cutoff.
|
||||||
|
|
||||||
|
// the point at which rdlines decrements. not sure why it's different...?
|
||||||
|
static constexpr std::array<u32, 192> RDDecrement = []() constexpr {
|
||||||
|
std::array<u32, 192> dec {};
|
||||||
|
|
||||||
|
for (int i = 0; i < 192; i++)
|
||||||
|
{
|
||||||
|
dec[i] = SLRead[i] - 39 - (!(i % 2));
|
||||||
|
}
|
||||||
|
return dec;
|
||||||
|
}();
|
||||||
|
|
||||||
|
// GPU 3D Rasterization Timings: For Emulating Scanline Timeout
|
||||||
|
|
||||||
|
static constexpr int FinalPassLen = 500 * TimingFrac; // 496 (might technically be 500?) | the next scanline cannot begin while a scanline's final pass is in progress
|
||||||
|
// (can be interpreted as the minimum amount of cycles for the next scanline
|
||||||
|
// pair to start after the previous pair began) (related to final pass?)
|
||||||
|
static constexpr int ScanlinePushDelay = 242 * TimingFrac;
|
||||||
|
static constexpr int EMGlitchThreshhold = 502 * TimingFrac; // The threshold for the edge marking glitch behavior to change.
|
||||||
|
static constexpr int EMFixNum = 571 * TimingFrac; // Arbitrary value added to fix edge marking glitch, not sure why it's needed?
|
||||||
|
|
||||||
|
// GPU 3D Rasterization Timings II: For Tracking Timing Behaviors
|
||||||
|
|
||||||
|
//static constexpr int FirstPolyScanline = 0 * TimingFrac;
|
||||||
|
static constexpr int PerPolyScanline = 12 * TimingFrac; // 12 | The basic timing cost for polygons. Applies per polygon per scanline.
|
||||||
|
static constexpr int PerPixelTiming = 1 * TimingFrac; // 1 | 1 pixel = 1 pixel
|
||||||
|
static constexpr int NumFreePixels = 4; // 4 | First 4 pixels in a polygon scanline are free (for some reason)
|
||||||
|
static constexpr int MinToStartPoly = 2 * TimingFrac; // 1 | if there aren't 2 (why two?) cycles remaining after the polygon timing penalty,
|
||||||
|
// do not bother rendering the polygon (CHECKME: I dont think this should decrement timings by anything?)
|
||||||
|
static constexpr int EmptyPolyScanline = 4 * TimingFrac; // 4 | the ignored "empty" bottom-most scanline of a polygon
|
||||||
|
// which shouldn't be rendered for some reason has timing characteristics.
|
||||||
|
|
||||||
|
// GPU 3D Rasterization Timings III, For First Polygon "Pre-Calc" Timings
|
||||||
|
// should be added before other timings, as these are "async" pre-calcs of polygon attributes
|
||||||
|
|
||||||
|
static constexpr int FirstPolyDelay = 4 * TimingFrac; // 4 | Min amount of cycles to begin a scanline? (minimum time it takes to init the first polygon?)
|
||||||
|
// (Amount of time before the end of the cycle a scanline must abort?)
|
||||||
|
|
||||||
|
|
||||||
class Renderer3D
|
class Renderer3D
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
@ -349,6 +424,7 @@ public:
|
|||||||
virtual void RenderFrame(GPU& gpu) = 0;
|
virtual void RenderFrame(GPU& gpu) = 0;
|
||||||
virtual void RestartFrame(GPU& gpu) {};
|
virtual void RestartFrame(GPU& gpu) {};
|
||||||
virtual u32* GetLine(int line) = 0;
|
virtual u32* GetLine(int line) = 0;
|
||||||
|
virtual void ScanlineSync(int line) {};
|
||||||
virtual void Blit(const GPU& gpu) {};
|
virtual void Blit(const GPU& gpu) {};
|
||||||
|
|
||||||
virtual void SetupAccelFrame() {}
|
virtual void SetupAccelFrame() {}
|
||||||
|
@ -19,6 +19,7 @@
|
|||||||
#include "GPU3D_Soft.h"
|
#include "GPU3D_Soft.h"
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
|
#include <initializer_list>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include "NDS.h"
|
#include "NDS.h"
|
||||||
@ -138,6 +139,108 @@ void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool SoftRenderer::DoTimings(s32 cycles, s32* timingcounter)
|
||||||
|
{
|
||||||
|
// add timings to a counter and return false if underflowed.
|
||||||
|
*timingcounter += cycles;
|
||||||
|
if (RasterTiming + *timingcounter <= ScanlineTimeout) return true;
|
||||||
|
else return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoftRenderer::CheckTimings(s32 cycles, s32* timingcounter)
|
||||||
|
{
|
||||||
|
// check if there are 'cycles' amount of cycles remaining.
|
||||||
|
if (RasterTiming + *timingcounter <= ScanlineTimeout - cycles) return true;
|
||||||
|
else return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
u32 SoftRenderer::DoTimingsPixels(s32 pixels, s32* timingcounter)
|
||||||
|
{
|
||||||
|
// calculate and return the difference between the old span and the new span, while adding timings to the timings counter
|
||||||
|
|
||||||
|
// pixels dont count towards timings if they're the first 4 pixels in a polygon scanline (for some reason?)
|
||||||
|
if (pixels <= NumFreePixels) return 0;
|
||||||
|
|
||||||
|
pixels -= NumFreePixels;
|
||||||
|
|
||||||
|
*timingcounter += pixels;
|
||||||
|
pixels = -(ScanlineTimeout - (RasterTiming + *timingcounter));
|
||||||
|
|
||||||
|
if (pixels > 0)
|
||||||
|
{
|
||||||
|
*timingcounter -= pixels;
|
||||||
|
return pixels;
|
||||||
|
}
|
||||||
|
else return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoftRenderer::FindFirstPolyDoTimings(int npolys, s32 y, int* firstpolyeven, int* firstpolyodd, s32* timingcountereven, s32*timingcounterodd)
|
||||||
|
{
|
||||||
|
// TODO: actually figure this out
|
||||||
|
|
||||||
|
// The First Polygon in each scanline pair has some additional timing penalties (presumably due to pipelining of the rasterizer)
|
||||||
|
|
||||||
|
bool fixeddelay = false;
|
||||||
|
bool perslope = false;
|
||||||
|
bool etc = false;
|
||||||
|
|
||||||
|
for (*firstpolyeven = 0; *firstpolyeven < npolys; (*firstpolyeven)++)
|
||||||
|
{
|
||||||
|
RendererPolygon* rp = &PolygonList[*firstpolyeven];
|
||||||
|
Polygon* polygon = rp->PolyData;
|
||||||
|
|
||||||
|
if (y >= polygon->YTop && y <= polygon->YBottom)
|
||||||
|
{
|
||||||
|
fixeddelay = true;
|
||||||
|
break;
|
||||||
|
/*if (y == polygon->YBottom) break;
|
||||||
|
if (y == polygon->YTop) {perslope = true; break;}
|
||||||
|
else if ((y == polygon->Vertices[rp->NextVL]->FinalPosition[1] || y == polygon->Vertices[rp->CurVL]->FinalPosition[1]) ||
|
||||||
|
(y == polygon->Vertices[rp->NextVR]->FinalPosition[1] || y == polygon->Vertices[rp->CurVR]->FinalPosition[1]))
|
||||||
|
{
|
||||||
|
perslope = true;
|
||||||
|
}
|
||||||
|
else etc = true;
|
||||||
|
break;*/
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
y++;
|
||||||
|
for (*firstpolyodd = 0; *firstpolyodd < npolys; (*firstpolyodd)++)
|
||||||
|
{
|
||||||
|
RendererPolygon* rp = &PolygonList[*firstpolyodd];
|
||||||
|
Polygon* polygon = rp->PolyData;
|
||||||
|
|
||||||
|
if (y >= polygon->YTop && y <= polygon->YBottom)
|
||||||
|
{
|
||||||
|
fixeddelay = true;
|
||||||
|
break;
|
||||||
|
/*if (y == polygon->YBottom) break;
|
||||||
|
if (y == polygon->YTop) {perslope = true; break;}
|
||||||
|
else if ((y == polygon->Vertices[rp->NextVL]->FinalPosition[1] || y == polygon->Vertices[rp->CurVL]->FinalPosition[1]) ||
|
||||||
|
(y == polygon->Vertices[rp->NextVR]->FinalPosition[1] || y == polygon->Vertices[rp->CurVR]->FinalPosition[1]))
|
||||||
|
{
|
||||||
|
perslope = true;
|
||||||
|
}
|
||||||
|
else etc = true;
|
||||||
|
break;*/
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
*timingcountereven = fixeddelay ? FirstPolyDelay : 0;// + perslope*FirstPerSlope + etc*2;
|
||||||
|
*timingcounterodd = fixeddelay ? FirstPolyDelay : 0;// + perslope*FirstPerSlope + etc*2;
|
||||||
|
/*if (!perslope)
|
||||||
|
{
|
||||||
|
*timingcountereven += etc*2;// + perslope*FirstPerSlope + etc*2;
|
||||||
|
*timingcounterodd += etc*2;// + perslope*FirstPerSlope + etc*2;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
*timingcountereven += perslope*FirstPerSlope;// + perslope*FirstPerSlope + etc*2;
|
||||||
|
*timingcounterodd += perslope*FirstPerSlope;// + perslope*FirstPerSlope + etc*2;
|
||||||
|
}*/
|
||||||
|
}
|
||||||
|
|
||||||
void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
|
void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const
|
||||||
{
|
{
|
||||||
u32 vramaddr = (texparam & 0xFFFF) << 3;
|
u32 vramaddr = (texparam & 0xFFFF) << 3;
|
||||||
@ -705,7 +808,31 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y)
|
void SoftRenderer::Step(RendererPolygon* rp)
|
||||||
|
{
|
||||||
|
rp->XL = rp->SlopeL.Step();
|
||||||
|
rp->XR = rp->SlopeR.Step();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SoftRenderer::CheckSlope(RendererPolygon* rp, s32 y)
|
||||||
|
{
|
||||||
|
Polygon* polygon = rp->PolyData;
|
||||||
|
|
||||||
|
if (polygon->YTop != polygon->YBottom)
|
||||||
|
{
|
||||||
|
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
|
||||||
|
{
|
||||||
|
SetupPolygonLeftEdge(rp, y);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
|
||||||
|
{
|
||||||
|
SetupPolygonRightEdge(rp, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, s32* timingcounter)
|
||||||
{
|
{
|
||||||
Polygon* polygon = rp->PolyData;
|
Polygon* polygon = rp->PolyData;
|
||||||
|
|
||||||
@ -728,18 +855,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
|
|||||||
|
|
||||||
PrevIsShadowMask = true;
|
PrevIsShadowMask = true;
|
||||||
|
|
||||||
if (polygon->YTop != polygon->YBottom)
|
CheckSlope(rp, y);
|
||||||
{
|
|
||||||
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
|
|
||||||
{
|
|
||||||
SetupPolygonLeftEdge(rp, y);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
|
|
||||||
{
|
|
||||||
SetupPolygonRightEdge(rp, y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
|
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
|
||||||
s32 xstart, xend;
|
s32 xstart, xend;
|
||||||
@ -748,6 +864,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
|
|||||||
s32 l_edgecov, r_edgecov;
|
s32 l_edgecov, r_edgecov;
|
||||||
Interpolator<1>* interp_start;
|
Interpolator<1>* interp_start;
|
||||||
Interpolator<1>* interp_end;
|
Interpolator<1>* interp_end;
|
||||||
|
bool abortscanline; // to abort the rest of the scanline after finishing this polygon
|
||||||
|
|
||||||
xstart = rp->XL;
|
xstart = rp->XL;
|
||||||
xend = rp->XR;
|
xend = rp->XR;
|
||||||
@ -831,7 +948,7 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
|
|||||||
// similarly, we can perform alpha test early (checkme)
|
// similarly, we can perform alpha test early (checkme)
|
||||||
|
|
||||||
if (wireframe) polyalpha = 31;
|
if (wireframe) polyalpha = 31;
|
||||||
if (polyalpha <= gpu3d.RenderAlphaRef) return;
|
if (polyalpha <= gpu3d.RenderAlphaRef) return false; // TODO: check how this impacts timings?
|
||||||
|
|
||||||
// in wireframe mode, there are special rules for equal Z (TODO)
|
// in wireframe mode, there are special rules for equal Z (TODO)
|
||||||
|
|
||||||
@ -841,25 +958,42 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
|
|||||||
int edge;
|
int edge;
|
||||||
|
|
||||||
s32 x = xstart;
|
s32 x = xstart;
|
||||||
Interpolator<0> interpX(xstart, xend+1, wl, wr);
|
xend += 1;
|
||||||
|
Interpolator<0> interpX(xstart, xend, wl, wr);
|
||||||
|
|
||||||
if (x < 0) x = 0;
|
if (x < 0) x = 0;
|
||||||
s32 xlimit;
|
s32 xlimit;
|
||||||
|
|
||||||
|
// determine if the span can be rendered within the time allotted to the scanline
|
||||||
|
s32 diff = DoTimingsPixels(xend-x, timingcounter);
|
||||||
|
if (diff != 0)
|
||||||
|
{
|
||||||
|
xend -= diff;
|
||||||
|
r_edgelen -= diff;
|
||||||
|
abortscanline = true;
|
||||||
|
}
|
||||||
|
else abortscanline = false;
|
||||||
|
|
||||||
|
// we cap it to 256 *after* counting the cycles, because yes, it tries to render oob pixels.
|
||||||
|
if (xend > 256)
|
||||||
|
{
|
||||||
|
r_edgelen += 256 - xend;
|
||||||
|
xend = 256;
|
||||||
|
}
|
||||||
|
|
||||||
// for shadow masks: set stencil bits where the depth test fails.
|
// for shadow masks: set stencil bits where the depth test fails.
|
||||||
// draw nothing.
|
// draw nothing.
|
||||||
|
|
||||||
// part 1: left edge
|
// part 1: left edge
|
||||||
edge = yedge | 0x1;
|
edge = yedge | 0x1;
|
||||||
xlimit = xstart+l_edgelen;
|
xlimit = xstart+l_edgelen;
|
||||||
if (xlimit > xend+1) xlimit = xend+1;
|
if (xlimit > xend) xlimit = xend;
|
||||||
if (xlimit > 256) xlimit = 256;
|
|
||||||
|
|
||||||
if (!l_filledge) x = xlimit;
|
if (!l_filledge) x = xlimit;
|
||||||
else
|
else
|
||||||
for (; x < xlimit; x++)
|
for (; x < xlimit; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
|
|
||||||
interpX.SetX(x);
|
interpX.SetX(x);
|
||||||
|
|
||||||
@ -879,13 +1013,12 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
|
|||||||
|
|
||||||
// part 2: polygon inside
|
// part 2: polygon inside
|
||||||
edge = yedge;
|
edge = yedge;
|
||||||
xlimit = xend-r_edgelen+1;
|
xlimit = xend-r_edgelen;
|
||||||
if (xlimit > xend+1) xlimit = xend+1;
|
if (xlimit > xend) xlimit = xend;
|
||||||
if (xlimit > 256) xlimit = 256;
|
|
||||||
if (wireframe && !edge) x = std::max(x, xlimit);
|
if (wireframe && !edge) x = std::max(x, xlimit);
|
||||||
else for (; x < xlimit; x++)
|
else for (; x < xlimit; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
|
|
||||||
interpX.SetX(x);
|
interpX.SetX(x);
|
||||||
|
|
||||||
@ -905,13 +1038,12 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
|
|||||||
|
|
||||||
// part 3: right edge
|
// part 3: right edge
|
||||||
edge = yedge | 0x2;
|
edge = yedge | 0x2;
|
||||||
xlimit = xend+1;
|
xlimit = xend;
|
||||||
if (xlimit > 256) xlimit = 256;
|
|
||||||
|
|
||||||
if (r_filledge)
|
if (r_filledge)
|
||||||
for (; x < xlimit; x++)
|
for (; x < xlimit; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
|
|
||||||
interpX.SetX(x);
|
interpX.SetX(x);
|
||||||
|
|
||||||
@ -929,14 +1061,13 @@ void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon*
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
rp->XL = rp->SlopeL.Step();
|
Step(rp);
|
||||||
rp->XR = rp->SlopeR.Step();
|
return abortscanline;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y)
|
bool SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, s32* timingcounter)
|
||||||
{
|
{
|
||||||
Polygon* polygon = rp->PolyData;
|
Polygon* polygon = rp->PolyData;
|
||||||
|
|
||||||
u32 polyattr = (polygon->Attr & 0x3F008000);
|
u32 polyattr = (polygon->Attr & 0x3F008000);
|
||||||
if (!polygon->FacingView) polyattr |= (1<<4);
|
if (!polygon->FacingView) polyattr |= (1<<4);
|
||||||
|
|
||||||
@ -953,18 +1084,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
|
|
||||||
PrevIsShadowMask = false;
|
PrevIsShadowMask = false;
|
||||||
|
|
||||||
if (polygon->YTop != polygon->YBottom)
|
CheckSlope(rp, y);
|
||||||
{
|
|
||||||
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
|
|
||||||
{
|
|
||||||
SetupPolygonLeftEdge(rp, y);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
|
|
||||||
{
|
|
||||||
SetupPolygonRightEdge(rp, y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
|
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
|
||||||
s32 xstart, xend;
|
s32 xstart, xend;
|
||||||
@ -973,6 +1093,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
s32 l_edgecov, r_edgecov;
|
s32 l_edgecov, r_edgecov;
|
||||||
Interpolator<1>* interp_start;
|
Interpolator<1>* interp_start;
|
||||||
Interpolator<1>* interp_end;
|
Interpolator<1>* interp_end;
|
||||||
|
bool abortscanline; // to abort the rest of the scanline after finishing this polygon
|
||||||
|
|
||||||
xstart = rp->XL;
|
xstart = rp->XL;
|
||||||
xend = rp->XR;
|
xend = rp->XR;
|
||||||
@ -1091,18 +1212,35 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
int edge;
|
int edge;
|
||||||
|
|
||||||
s32 x = xstart;
|
s32 x = xstart;
|
||||||
Interpolator<0> interpX(xstart, xend+1, wl, wr);
|
xend += 1;
|
||||||
|
Interpolator<0> interpX(xstart, xend, wl, wr);
|
||||||
|
|
||||||
if (x < 0) x = 0;
|
if (x < 0) x = 0;
|
||||||
s32 xlimit;
|
s32 xlimit;
|
||||||
|
|
||||||
s32 xcov = 0;
|
s32 xcov = 0;
|
||||||
|
|
||||||
|
// determine if the span can be rendered within the time allotted to the scanline
|
||||||
|
s32 diff = DoTimingsPixels(xend-x, timingcounter);
|
||||||
|
if (diff != 0)
|
||||||
|
{
|
||||||
|
xend -= diff;
|
||||||
|
r_edgelen -= diff;
|
||||||
|
abortscanline = true;
|
||||||
|
}
|
||||||
|
else abortscanline = false;
|
||||||
|
|
||||||
|
// we cap it to 256 *after* counting the cycles, because yes, it tries to render oob pixels.
|
||||||
|
if (xend > 256)
|
||||||
|
{
|
||||||
|
r_edgelen += 256 - xend;
|
||||||
|
xend = 256;
|
||||||
|
}
|
||||||
|
|
||||||
// part 1: left edge
|
// part 1: left edge
|
||||||
edge = yedge | 0x1;
|
edge = yedge | 0x1;
|
||||||
xlimit = xstart+l_edgelen;
|
xlimit = xstart+l_edgelen;
|
||||||
if (xlimit > xend+1) xlimit = xend+1;
|
if (xlimit > xend) xlimit = xend;
|
||||||
if (xlimit > 256) xlimit = 256;
|
|
||||||
if (l_edgecov & (1<<31))
|
if (l_edgecov & (1<<31))
|
||||||
{
|
{
|
||||||
xcov = (l_edgecov >> 12) & 0x3FF;
|
xcov = (l_edgecov >> 12) & 0x3FF;
|
||||||
@ -1110,10 +1248,9 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (!l_filledge) x = xlimit;
|
if (!l_filledge) x = xlimit;
|
||||||
else
|
else for (; x < xlimit; x++)
|
||||||
for (; x < xlimit; x++)
|
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
u32 dstattr = AttrBuffer[pixeladdr];
|
u32 dstattr = AttrBuffer[pixeladdr];
|
||||||
|
|
||||||
// check stencil buffer for shadows
|
// check stencil buffer for shadows
|
||||||
@ -1201,15 +1338,13 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
|
|
||||||
// part 2: polygon inside
|
// part 2: polygon inside
|
||||||
edge = yedge;
|
edge = yedge;
|
||||||
xlimit = xend-r_edgelen+1;
|
xlimit = xend-r_edgelen;
|
||||||
if (xlimit > xend+1) xlimit = xend+1;
|
if (xlimit > xend) xlimit = xend;
|
||||||
if (xlimit > 256) xlimit = 256;
|
|
||||||
|
|
||||||
if (wireframe && !edge) x = std::max(x, xlimit);
|
if (wireframe && !edge) x = std::max(x, xlimit);
|
||||||
else
|
else for (; x < xlimit; x++)
|
||||||
for (; x < xlimit; x++)
|
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
u32 dstattr = AttrBuffer[pixeladdr];
|
u32 dstattr = AttrBuffer[pixeladdr];
|
||||||
|
|
||||||
// check stencil buffer for shadows
|
// check stencil buffer for shadows
|
||||||
@ -1290,8 +1425,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
|
|
||||||
// part 3: right edge
|
// part 3: right edge
|
||||||
edge = yedge | 0x2;
|
edge = yedge | 0x2;
|
||||||
xlimit = xend+1;
|
xlimit = xend;
|
||||||
if (xlimit > 256) xlimit = 256;
|
|
||||||
if (r_edgecov & (1<<31))
|
if (r_edgecov & (1<<31))
|
||||||
{
|
{
|
||||||
xcov = (r_edgecov >> 12) & 0x3FF;
|
xcov = (r_edgecov >> 12) & 0x3FF;
|
||||||
@ -1301,7 +1435,7 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
if (r_filledge)
|
if (r_filledge)
|
||||||
for (; x < xlimit; x++)
|
for (; x < xlimit; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
u32 dstattr = AttrBuffer[pixeladdr];
|
u32 dstattr = AttrBuffer[pixeladdr];
|
||||||
|
|
||||||
// check stencil buffer for shadows
|
// check stencil buffer for shadows
|
||||||
@ -1386,24 +1520,36 @@ void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s3
|
|||||||
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Step(rp);
|
||||||
rp->XL = rp->SlopeL.Step();
|
return abortscanline;
|
||||||
rp->XR = rp->SlopeR.Step();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys)
|
void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int firstpoly, int npolys, s32* timingcounter)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < npolys; i++)
|
bool abort = false;
|
||||||
|
for (; firstpoly < npolys; firstpoly++)
|
||||||
{
|
{
|
||||||
RendererPolygon* rp = &PolygonList[i];
|
RendererPolygon* rp = &PolygonList[firstpoly];
|
||||||
Polygon* polygon = rp->PolyData;
|
Polygon* polygon = rp->PolyData;
|
||||||
|
|
||||||
if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
|
if (y == polygon->YBottom && y != polygon->YTop)
|
||||||
{
|
{
|
||||||
if (polygon->IsShadowMask)
|
if (!abort) abort = !DoTimings(EmptyPolyScanline, timingcounter);
|
||||||
RenderShadowMaskScanline(gpu.GPU3D, rp, y);
|
}
|
||||||
|
else if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
|
||||||
|
{
|
||||||
|
if (!abort) abort = (!DoTimings(PerPolyScanline, timingcounter)
|
||||||
|
|| !CheckTimings(MinToStartPoly, timingcounter));
|
||||||
|
|
||||||
|
if (abort)
|
||||||
|
{
|
||||||
|
CheckSlope(rp, y);
|
||||||
|
Step(rp);
|
||||||
|
}
|
||||||
|
else if (polygon->IsShadowMask)
|
||||||
|
abort = RenderShadowMaskScanline(gpu.GPU3D, rp, y, timingcounter);
|
||||||
else
|
else
|
||||||
RenderPolygonScanline(gpu, rp, y);
|
abort = RenderPolygonScanline(gpu, rp, y, timingcounter);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -1447,7 +1593,27 @@ u32 SoftRenderer::CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const
|
|||||||
return density;
|
return density;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
bool SoftRenderer::CheckEdgeMarkingPixel(u32 polyid, u32 z, u32 pixeladdr)
|
||||||
|
{
|
||||||
|
if ((polyid != AttrBuffer[pixeladdr] >> 24) && (z < DepthBuffer[pixeladdr])) return true;
|
||||||
|
else return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SoftRenderer::CheckEdgeMarkingClearPlane(const GPU3D& gpu3d, u32 polyid, u32 z)
|
||||||
|
{
|
||||||
|
// for some reason it never checks against the bitmap clear plane?
|
||||||
|
if (polyid != gpu3d.RenderClearAttr1>>24)
|
||||||
|
{
|
||||||
|
u32 clearz = ((gpu3d.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||||
|
|
||||||
|
if (z < clearz) return true;
|
||||||
|
else return false;
|
||||||
|
}
|
||||||
|
else return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
template <bool push>
|
||||||
|
void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y, bool checkprev, bool checknext)
|
||||||
{
|
{
|
||||||
// to consider:
|
// to consider:
|
||||||
// clearing all polygon fog flags if the master flag isn't set?
|
// clearing all polygon fog flags if the master flag isn't set?
|
||||||
@ -1460,7 +1626,7 @@ void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
|||||||
|
|
||||||
for (int x = 0; x < 256; x++)
|
for (int x = 0; x < 256; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
|
|
||||||
u32 attr = AttrBuffer[pixeladdr];
|
u32 attr = AttrBuffer[pixeladdr];
|
||||||
if (!(attr & 0xF)) continue;
|
if (!(attr & 0xF)) continue;
|
||||||
@ -1468,11 +1634,45 @@ void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
|||||||
u32 polyid = attr >> 24; // opaque polygon IDs are used for edgemarking
|
u32 polyid = attr >> 24; // opaque polygon IDs are used for edgemarking
|
||||||
u32 z = DepthBuffer[pixeladdr];
|
u32 z = DepthBuffer[pixeladdr];
|
||||||
|
|
||||||
if (((polyid != (AttrBuffer[pixeladdr-1] >> 24)) && (z < DepthBuffer[pixeladdr-1])) ||
|
// check the pixel to the left
|
||||||
((polyid != (AttrBuffer[pixeladdr+1] >> 24)) && (z < DepthBuffer[pixeladdr+1])) ||
|
if (x == 0)
|
||||||
((polyid != (AttrBuffer[pixeladdr-ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr-ScanlineWidth])) ||
|
|
||||||
((polyid != (AttrBuffer[pixeladdr+ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr+ScanlineWidth])))
|
|
||||||
{
|
{
|
||||||
|
// edge marking bug emulation
|
||||||
|
if (checkprev ? CheckEdgeMarkingClearPlane(gpu3d, polyid, z) : // check against the clear plane
|
||||||
|
CheckEdgeMarkingPixel(polyid, z, pixeladdr-1 - ScanlineWidth)) // checks the right edge of the scanline 2 scanlines ago
|
||||||
|
goto pass;
|
||||||
|
}
|
||||||
|
else if (CheckEdgeMarkingPixel(polyid, z, pixeladdr-1)) goto pass; // normal check
|
||||||
|
|
||||||
|
// check the pixel to the right
|
||||||
|
if (x == 255)
|
||||||
|
{
|
||||||
|
// edge marking bug emulation
|
||||||
|
if (checknext ? CheckEdgeMarkingClearPlane(gpu3d, polyid, z) : // check against the clear plane
|
||||||
|
CheckEdgeMarkingPixel(polyid, z, pixeladdr+1 + ScanlineWidth)) // checks the left edge of the scanline 2 scanlines ahead
|
||||||
|
goto pass;
|
||||||
|
}
|
||||||
|
else if (CheckEdgeMarkingPixel(polyid, z, pixeladdr+1)) goto pass; // normal check
|
||||||
|
|
||||||
|
// check the pixel above
|
||||||
|
if (y == 0)
|
||||||
|
{
|
||||||
|
// edge marking bug emulation
|
||||||
|
if (CheckEdgeMarkingClearPlane(gpu3d, polyid, z)) goto pass; // check against the clear plane
|
||||||
|
}
|
||||||
|
else if (CheckEdgeMarkingPixel(polyid, z, pixeladdr-ScanlineWidth)) goto pass; // normal check
|
||||||
|
|
||||||
|
// check the pixel below
|
||||||
|
if (y == 191)
|
||||||
|
{
|
||||||
|
// edge marking bug emulation
|
||||||
|
if (CheckEdgeMarkingClearPlane(gpu3d, polyid, z)) goto pass; // check against the clear plane
|
||||||
|
}
|
||||||
|
else if (CheckEdgeMarkingPixel(polyid, z, pixeladdr+ScanlineWidth)) goto pass; // normal check
|
||||||
|
|
||||||
|
if (false)
|
||||||
|
{
|
||||||
|
pass:
|
||||||
u16 edgecolor = gpu3d.RenderEdgeTable[polyid >> 3];
|
u16 edgecolor = gpu3d.RenderEdgeTable[polyid >> 3];
|
||||||
u32 edgeR = (edgecolor << 1) & 0x3E; if (edgeR) edgeR++;
|
u32 edgeR = (edgecolor << 1) & 0x3E; if (edgeR) edgeR++;
|
||||||
u32 edgeG = (edgecolor >> 4) & 0x3E; if (edgeG) edgeG++;
|
u32 edgeG = (edgecolor >> 4) & 0x3E; if (edgeG) edgeG++;
|
||||||
@ -1508,7 +1708,7 @@ void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
|||||||
|
|
||||||
for (int x = 0; x < 256; x++)
|
for (int x = 0; x < 256; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
u32 density, srccolor, srcR, srcG, srcB, srcA;
|
u32 density, srccolor, srcR, srcG, srcB, srcA;
|
||||||
|
|
||||||
u32 attr = AttrBuffer[pixeladdr];
|
u32 attr = AttrBuffer[pixeladdr];
|
||||||
@ -1573,7 +1773,7 @@ void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
|||||||
|
|
||||||
for (int x = 0; x < 256; x++)
|
for (int x = 0; x < 256; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
|
|
||||||
u32 attr = AttrBuffer[pixeladdr];
|
u32 attr = AttrBuffer[pixeladdr];
|
||||||
if (!(attr & 0xF)) continue;
|
if (!(attr & 0xF)) continue;
|
||||||
@ -1615,39 +1815,17 @@ void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y)
|
|||||||
ColorBuffer[pixeladdr] = topR | (topG << 8) | (topB << 16) | (topA << 24);
|
ColorBuffer[pixeladdr] = topR | (topG << 8) | (topB << 16) | (topA << 24);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if constexpr (push)
|
||||||
|
{
|
||||||
|
memcpy(&FinalBuffer[y*ScanlineWidth], &ColorBuffer[y*ScanlineWidth], ScanlineWidth*4);
|
||||||
|
Platform::Semaphore_Post(Sema_ScanlineCount);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SoftRenderer::ClearBuffers(const GPU& gpu)
|
void SoftRenderer::ClearBuffers(const GPU& gpu)
|
||||||
{
|
{
|
||||||
u32 clearz = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
|
||||||
u32 polyid = gpu.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
|
u32 polyid = gpu.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID
|
||||||
|
|
||||||
// fill screen borders for edge marking
|
|
||||||
|
|
||||||
for (int x = 0; x < ScanlineWidth; x++)
|
|
||||||
{
|
|
||||||
ColorBuffer[x] = 0;
|
|
||||||
DepthBuffer[x] = clearz;
|
|
||||||
AttrBuffer[x] = polyid;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int x = ScanlineWidth; x < ScanlineWidth*193; x+=ScanlineWidth)
|
|
||||||
{
|
|
||||||
ColorBuffer[x] = 0;
|
|
||||||
DepthBuffer[x] = clearz;
|
|
||||||
AttrBuffer[x] = polyid;
|
|
||||||
ColorBuffer[x+257] = 0;
|
|
||||||
DepthBuffer[x+257] = clearz;
|
|
||||||
AttrBuffer[x+257] = polyid;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int x = ScanlineWidth*193; x < ScanlineWidth*194; x++)
|
|
||||||
{
|
|
||||||
ColorBuffer[x] = 0;
|
|
||||||
DepthBuffer[x] = clearz;
|
|
||||||
AttrBuffer[x] = polyid;
|
|
||||||
}
|
|
||||||
|
|
||||||
// clear the screen
|
// clear the screen
|
||||||
|
|
||||||
if (gpu.GPU3D.RenderDispCnt & (1<<14))
|
if (gpu.GPU3D.RenderDispCnt & (1<<14))
|
||||||
@ -1655,7 +1833,7 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
|
|||||||
u8 xoff = (gpu.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
|
u8 xoff = (gpu.GPU3D.RenderClearAttr2 >> 16) & 0xFF;
|
||||||
u8 yoff = (gpu.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
|
u8 yoff = (gpu.GPU3D.RenderClearAttr2 >> 24) & 0xFF;
|
||||||
|
|
||||||
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
|
for (int y = 0; y < 192; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < 256; x++)
|
for (int x = 0; x < 256; x++)
|
||||||
{
|
{
|
||||||
@ -1671,7 +1849,7 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
|
|||||||
|
|
||||||
u32 z = ((val3 & 0x7FFF) * 0x200) + 0x1FF;
|
u32 z = ((val3 & 0x7FFF) * 0x200) + 0x1FF;
|
||||||
|
|
||||||
u32 pixeladdr = FirstPixelOffset + y + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
ColorBuffer[pixeladdr] = color;
|
ColorBuffer[pixeladdr] = color;
|
||||||
DepthBuffer[pixeladdr] = z;
|
DepthBuffer[pixeladdr] = z;
|
||||||
AttrBuffer[pixeladdr] = polyid | (val3 & 0x8000);
|
AttrBuffer[pixeladdr] = polyid | (val3 & 0x8000);
|
||||||
@ -1684,6 +1862,8 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
u32 clearz = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF;
|
||||||
|
|
||||||
// TODO: confirm color conversion
|
// TODO: confirm color conversion
|
||||||
u32 r = (gpu.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
|
u32 r = (gpu.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++;
|
||||||
u32 g = (gpu.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
|
u32 g = (gpu.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++;
|
||||||
@ -1693,11 +1873,11 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
|
|||||||
|
|
||||||
polyid |= (gpu.GPU3D.RenderClearAttr1 & 0x8000);
|
polyid |= (gpu.GPU3D.RenderClearAttr1 & 0x8000);
|
||||||
|
|
||||||
for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth)
|
for (int y = 0; y < 192; y++)
|
||||||
{
|
{
|
||||||
for (int x = 0; x < 256; x++)
|
for (int x = 0; x < 256; x++)
|
||||||
{
|
{
|
||||||
u32 pixeladdr = FirstPixelOffset + y + x;
|
u32 pixeladdr = (y*ScanlineWidth) + x;
|
||||||
ColorBuffer[pixeladdr] = color;
|
ColorBuffer[pixeladdr] = color;
|
||||||
DepthBuffer[pixeladdr] = clearz;
|
DepthBuffer[pixeladdr] = clearz;
|
||||||
AttrBuffer[pixeladdr] = polyid;
|
AttrBuffer[pixeladdr] = polyid;
|
||||||
@ -1706,7 +1886,46 @@ void SoftRenderer::ClearBuffers(const GPU& gpu)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys)
|
#define RDLINES_COUNT_INCREMENT\
|
||||||
|
/* feels wrong, needs improvement */\
|
||||||
|
while (RasterTiming >= RDDecrement[nextreadrd])\
|
||||||
|
{\
|
||||||
|
slwaitingrd--;\
|
||||||
|
nextreadrd++;\
|
||||||
|
/* update rdlines_count register */\
|
||||||
|
if (gpu.GPU3D.RDLinesTemp > slwaitingrd) gpu.GPU3D.RDLinesTemp = slwaitingrd;\
|
||||||
|
}
|
||||||
|
|
||||||
|
#define SCANLINE_BUFFER_SIM\
|
||||||
|
/* simulate the process of scanlines being read from the 48 scanline buffer */\
|
||||||
|
while (scanlineswaiting >= 47 || RasterTiming >= SLRead[nextread])\
|
||||||
|
{\
|
||||||
|
if (RasterTiming < SLRead[nextread])\
|
||||||
|
{\
|
||||||
|
timespent = SLRead[nextread] - RasterTiming;\
|
||||||
|
timespent += EMFixNum; /* fixes edge marking bug emulation. not sure why this is needed? */\
|
||||||
|
RasterTiming = SLRead[nextread];\
|
||||||
|
}\
|
||||||
|
scanlineswaiting--;\
|
||||||
|
nextread++;\
|
||||||
|
}
|
||||||
|
|
||||||
|
#define RENDER_SCANLINES(y)\
|
||||||
|
/* update sl timeout */\
|
||||||
|
ScanlineTimeout = SLRead[y-1] - (PreReadCutoff+FinalPassLen);\
|
||||||
|
\
|
||||||
|
FindFirstPolyDoTimings(j, y, &firstpolyeven, &firstpolyodd, &rastertimingeven, &rastertimingodd);\
|
||||||
|
RenderScanline(gpu, y, firstpolyeven, j, &rastertimingeven);\
|
||||||
|
RenderScanline(gpu, y+1, firstpolyodd, j, &rastertimingodd);\
|
||||||
|
\
|
||||||
|
prevtimespent = timespent;\
|
||||||
|
RasterTiming += timespent = std::max(std::initializer_list<s32> {rastertimingeven, rastertimingodd, FinalPassLen});\
|
||||||
|
RasterTiming += std::clamp(ScanlineTimeout - RasterTiming, 0, 12);\
|
||||||
|
\
|
||||||
|
/* set the underflow flag if one of the scanlines came within 14 cycles of visible underflow */\
|
||||||
|
if ((ScanlineTimeout <= RasterTiming) && (gpu.GPU3D.UnderflowFlagVCount == (u16)-1)) gpu.GPU3D.UnderflowFlagVCount = y - (y&1 ? 0 : 1);
|
||||||
|
|
||||||
|
void SoftRenderer::RenderPolygonsTiming(GPU& gpu, Polygon** polygons, int npolys)
|
||||||
{
|
{
|
||||||
int j = 0;
|
int j = 0;
|
||||||
for (int i = 0; i < npolys; i++)
|
for (int i = 0; i < npolys; i++)
|
||||||
@ -1715,24 +1934,82 @@ void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polyg
|
|||||||
SetupPolygon(&PolygonList[j++], polygons[i]);
|
SetupPolygon(&PolygonList[j++], polygons[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderScanline(gpu, 0, j);
|
// reset scanline trackers
|
||||||
|
gpu.GPU3D.UnderflowFlagVCount = -1;
|
||||||
|
gpu.GPU3D.RDLinesTemp = 63;
|
||||||
|
RasterTiming = 0;
|
||||||
|
ScanlineTimeout = SLRead[2] - (PreReadCutoff+FinalPassLen+4); // TEMP: should be infinity, but i dont want it to break due to not being set up to handle this properly. //0x7FFFFFFF; // CHECKME: first scanline pair timeout.
|
||||||
|
s32 rastertimingeven, rastertimingodd; // always init to 0 at the start of a scanline render
|
||||||
|
s32 scanlineswaiting = 0, slwaitingrd = 0;
|
||||||
|
s32 nextread = 0, nextreadrd = 0;
|
||||||
|
u32 timespent, prevtimespent;
|
||||||
|
int firstpolyeven, firstpolyodd;
|
||||||
|
|
||||||
for (s32 y = 1; y < 192; y++)
|
FindFirstPolyDoTimings(j, 0, &firstpolyeven, &firstpolyodd, &rastertimingeven, &rastertimingodd);
|
||||||
|
// scanlines are rendered in pairs of two
|
||||||
|
RenderScanline(gpu, 0, firstpolyeven, j, &rastertimingeven);
|
||||||
|
RenderScanline(gpu, 1, firstpolyodd, j, &rastertimingodd);
|
||||||
|
|
||||||
|
// it can't proceed to the next scanline unless all others steps are done (both scanlines in the pair, and final pass)
|
||||||
|
RasterTiming = timespent = std::max(std::initializer_list<s32> {rastertimingeven, rastertimingodd, FinalPassLen});
|
||||||
|
// 12 cycles at the end of a "timeout" are always used for w/e reason
|
||||||
|
RasterTiming += std::clamp(ScanlineTimeout - RasterTiming, 0, 12); // should probably just be += 12 tbh but i'll leave it for now
|
||||||
|
|
||||||
|
// if first pair was not delayed past the first read, then later scanlines cannot either
|
||||||
|
// this allows us to implement a fast path
|
||||||
|
//if (SLRead[0] - timespent + ScanlinePushDelay >= 256)
|
||||||
{
|
{
|
||||||
RenderScanline(gpu, y, j);
|
RENDER_SCANLINES(2)
|
||||||
ScanlineFinalPass(gpu.GPU3D, y-1);
|
|
||||||
|
|
||||||
if (threaded)
|
scanlineswaiting++;
|
||||||
// Notify the main thread that we're done with a scanline.
|
slwaitingrd++;
|
||||||
Platform::Semaphore_Post(Sema_ScanlineCount);
|
|
||||||
|
SCANLINE_BUFFER_SIM
|
||||||
|
|
||||||
|
RDLINES_COUNT_INCREMENT
|
||||||
|
|
||||||
|
// final pass pairs are the previous scanline pair offset -1 scanline, thus we start with only building one
|
||||||
|
ScanlineFinalPass<true>(gpu.GPU3D, 0, true, timespent >= EMGlitchThreshhold);
|
||||||
|
|
||||||
|
// main loop
|
||||||
|
for (int y = 4; y < 192; y+=2)
|
||||||
|
{
|
||||||
|
RENDER_SCANLINES(y)
|
||||||
|
|
||||||
|
scanlineswaiting += 2;
|
||||||
|
slwaitingrd += 2;
|
||||||
|
|
||||||
|
SCANLINE_BUFFER_SIM
|
||||||
|
|
||||||
|
RDLINES_COUNT_INCREMENT
|
||||||
|
|
||||||
|
ScanlineFinalPass<true>(gpu.GPU3D, y-3, prevtimespent >= EMGlitchThreshhold || y-3 == 1, timespent >= EMGlitchThreshhold);
|
||||||
|
ScanlineFinalPass<true>(gpu.GPU3D, y-2, prevtimespent >= EMGlitchThreshhold, timespent >= EMGlitchThreshhold);
|
||||||
}
|
}
|
||||||
|
|
||||||
ScanlineFinalPass(gpu.GPU3D, 191);
|
scanlineswaiting += 2;
|
||||||
|
slwaitingrd += 2;
|
||||||
|
prevtimespent = timespent;
|
||||||
|
|
||||||
if (threaded)
|
// emulate read timings one last time, since it shouldn't matter after this
|
||||||
// If this renderer is threaded, notify the main thread that we're done with the frame.
|
// additionally dont bother tracking rdlines anymore since it shouldn't be able to decrement anymore (CHECKME)
|
||||||
Platform::Semaphore_Post(Sema_ScanlineCount);
|
SCANLINE_BUFFER_SIM
|
||||||
|
|
||||||
|
// finish the last 3 scanlines
|
||||||
|
ScanlineFinalPass<true>(gpu.GPU3D, 189, prevtimespent >= EMGlitchThreshhold, timespent >= EMGlitchThreshhold);
|
||||||
|
ScanlineFinalPass<true>(gpu.GPU3D, 190, prevtimespent >= EMGlitchThreshhold, true);
|
||||||
|
|
||||||
|
ScanlineFinalPass<true>(gpu.GPU3D, 191, timespent >= EMGlitchThreshhold, true);
|
||||||
}
|
}
|
||||||
|
/*else
|
||||||
|
{
|
||||||
|
Coming soon^tm to a melonDS near you
|
||||||
|
}*/
|
||||||
|
}
|
||||||
|
|
||||||
|
#undef RENDER_SCANLINES
|
||||||
|
#undef SCANLINE_BUFFER_SIM
|
||||||
|
#undef RDLINES_COUNT_INCREMENT
|
||||||
|
|
||||||
void SoftRenderer::VCount144(GPU& gpu)
|
void SoftRenderer::VCount144(GPU& gpu)
|
||||||
{
|
{
|
||||||
@ -1757,8 +2034,14 @@ void SoftRenderer::RenderFrame(GPU& gpu)
|
|||||||
}
|
}
|
||||||
else if (!FrameIdentical)
|
else if (!FrameIdentical)
|
||||||
{
|
{
|
||||||
|
//init internal buffer
|
||||||
ClearBuffers(gpu);
|
ClearBuffers(gpu);
|
||||||
RenderPolygons(gpu, false, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
|
||||||
|
if (gpu.GPU3D.RenderingEnabled >= 3)
|
||||||
|
{
|
||||||
|
RenderPolygonsTiming(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
||||||
|
}
|
||||||
|
else memcpy(FinalBuffer, ColorBuffer, sizeof(FinalBuffer));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1789,8 +2072,18 @@ void SoftRenderer::RenderThreadFunc(GPU& gpu)
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
//init internal buffer
|
||||||
ClearBuffers(gpu);
|
ClearBuffers(gpu);
|
||||||
RenderPolygons(gpu, true, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
|
||||||
|
if (gpu.GPU3D.RenderingEnabled >= 3)
|
||||||
|
{
|
||||||
|
RenderPolygonsTiming(gpu, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
memcpy(FinalBuffer, ColorBuffer, sizeof(FinalBuffer));
|
||||||
|
Platform::Semaphore_Post(Sema_ScanlineCount, 192);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Tell the main thread that we're done rendering
|
// Tell the main thread that we're done rendering
|
||||||
@ -1800,19 +2093,23 @@ void SoftRenderer::RenderThreadFunc(GPU& gpu)
|
|||||||
RenderThreadRendering = false;
|
RenderThreadRendering = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
void SoftRenderer::ScanlineSync(int line)
|
||||||
u32* SoftRenderer::GetLine(int line)
|
|
||||||
{
|
{
|
||||||
|
// only used in accurate mode (timings must be emulated)
|
||||||
if (RenderThreadRunning.load(std::memory_order_relaxed))
|
if (RenderThreadRunning.load(std::memory_order_relaxed))
|
||||||
{
|
{
|
||||||
if (line < 192)
|
if (line < 192)
|
||||||
// We need a scanline, so let's wait for the render thread to finish it.
|
{
|
||||||
// (both threads process scanlines from top-to-bottom,
|
// wait for two scanlines here, since scanlines render in pairs.
|
||||||
// so we don't need to wait for a specific row)
|
Platform::Semaphore_Wait(Sema_ScanlineCount);
|
||||||
Platform::Semaphore_Wait(Sema_ScanlineCount);
|
Platform::Semaphore_Wait(Sema_ScanlineCount);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return &ColorBuffer[(line * ScanlineWidth) + FirstPixelOffset];
|
u32* SoftRenderer::GetLine(int line)
|
||||||
|
{
|
||||||
|
return &FinalBuffer[line*ScanlineWidth];
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -40,6 +40,7 @@ public:
|
|||||||
void RenderFrame(GPU& gpu) override;
|
void RenderFrame(GPU& gpu) override;
|
||||||
void RestartFrame(GPU& gpu) override;
|
void RestartFrame(GPU& gpu) override;
|
||||||
u32* GetLine(int line) override;
|
u32* GetLine(int line) override;
|
||||||
|
void ScanlineSync(int line) override;
|
||||||
|
|
||||||
void SetupRenderThread(GPU& gpu);
|
void SetupRenderThread(GPU& gpu);
|
||||||
void EnableRenderThread();
|
void EnableRenderThread();
|
||||||
@ -455,36 +456,54 @@ private:
|
|||||||
};
|
};
|
||||||
|
|
||||||
RendererPolygon PolygonList[2048];
|
RendererPolygon PolygonList[2048];
|
||||||
|
bool DoTimings(s32 cycles, s32* timingcounter);
|
||||||
|
bool CheckTimings(s32 cycles, s32* timingcounter);
|
||||||
|
u32 DoTimingsPixels(s32 pixels, s32* timingcounter);
|
||||||
|
void FindFirstPolyDoTimings(int npolys, s32 y, int* firstpolyeven, int* firstpolyodd, s32* timingcountereven, s32*timingcounterodd);
|
||||||
void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const;
|
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;
|
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);
|
void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow);
|
||||||
void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const;
|
void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const;
|
||||||
void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const;
|
void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const;
|
||||||
void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
|
void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const;
|
||||||
void RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y);
|
void Step(RendererPolygon* rp);
|
||||||
void RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y);
|
void CheckSlope(RendererPolygon* rp, s32 y);
|
||||||
void RenderScanline(const GPU& gpu, s32 y, int npolys);
|
bool RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y, s32* timingcounter);
|
||||||
|
bool RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y, s32* timingcounter);
|
||||||
|
void RenderScanline(const GPU& gpu, s32 y, int firstpoly, int npolys, s32* timingcounter);
|
||||||
u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
|
u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const;
|
||||||
void ScanlineFinalPass(const GPU3D& gpu3d, s32 y);
|
bool CheckEdgeMarkingPixel(u32 polyid, u32 z, u32 pixeladdr);
|
||||||
|
bool CheckEdgeMarkingClearPlane(const GPU3D& gpu3d, u32 polyid, u32 z);
|
||||||
|
template <bool push> void ScanlineFinalPass(const GPU3D& gpu3d, s32 y, bool checkprev, bool checknext);
|
||||||
void ClearBuffers(const GPU& gpu);
|
void ClearBuffers(const GPU& gpu);
|
||||||
void RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys);
|
void RenderPolygonsFast(GPU& gpu, Polygon** polygons, int npolys);
|
||||||
|
void RenderPolygonsTiming(GPU& gpu, Polygon** polygons, int npolys);
|
||||||
|
|
||||||
void RenderThreadFunc(GPU& gpu);
|
void RenderThreadFunc(GPU& gpu);
|
||||||
|
|
||||||
|
// counters for scanline rasterization timings
|
||||||
|
s32 ScanlineTimeout;
|
||||||
|
s32 RasterTiming;
|
||||||
|
|
||||||
// buffer dimensions are 258x194 to add a offscreen 1px border
|
// buffer dimensions are 258x194 to add a offscreen 1px border
|
||||||
// which simplifies edge marking tests
|
// which simplifies edge marking tests
|
||||||
// buffer is duplicated to keep track of the two topmost pixels
|
// buffer is duplicated to keep track of the two topmost pixels
|
||||||
// TODO: check if the hardware can accidentally plot pixels
|
// TODO: check if the hardware can accidentally plot pixels
|
||||||
// offscreen in that border
|
// offscreen in that border
|
||||||
|
|
||||||
static constexpr int ScanlineWidth = 258;
|
static constexpr int ScanlineWidth = 256;
|
||||||
static constexpr int NumScanlines = 194;
|
static constexpr int NumScanlinesIntBuf = 192;
|
||||||
static constexpr int BufferSize = ScanlineWidth * NumScanlines;
|
//static constexpr int NumScanlinesRD = 48;
|
||||||
static constexpr int FirstPixelOffset = ScanlineWidth + 1;
|
static constexpr int NumScanlinesFinal = 192;
|
||||||
|
static constexpr int BufferSize = ScanlineWidth * NumScanlinesIntBuf;
|
||||||
|
//static constexpr int RDBufferSize = ScanlineWidth * NumScanlinesRD;
|
||||||
|
static constexpr int FinalBufferSize = ScanlineWidth * NumScanlinesFinal;
|
||||||
|
|
||||||
u32 ColorBuffer[BufferSize * 2];
|
u32 ColorBuffer[BufferSize * 2];
|
||||||
u32 DepthBuffer[BufferSize * 2];
|
u32 DepthBuffer[BufferSize * 2];
|
||||||
u32 AttrBuffer[BufferSize * 2];
|
u32 AttrBuffer[BufferSize * 2];
|
||||||
|
//u32 RDBuffer[RDBufferSize]; // is this buffer ever initialized by hw before writing to it? what is its initial value? can you transfer 3d framebuffer data between games?
|
||||||
|
u32 FinalBuffer[FinalBufferSize];
|
||||||
|
|
||||||
// attribute buffer:
|
// attribute buffer:
|
||||||
// bit0-3: edge flags (left/right/top/bottom)
|
// bit0-3: edge flags (left/right/top/bottom)
|
||||||
|
Loading…
Reference in New Issue
Block a user