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https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 05:17:40 -07:00
tentative timings for "empty" polys scanlines, fix swapped polys breaking
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92ca04e479
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@ -781,16 +781,16 @@ bool GPU3D::DoTimings(s32 cycles, bool odd)
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if (odd)
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{
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RasterTimingCounterOdd += cycles;
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if ((RasterTimingCounterOdd + RasterTimingCounterPrev) < RasterTimingCap) return 0;
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if ((RasterTimingCounterOdd + RasterTimingCounterPrev) < RasterTimingCap) return false;
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}
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else
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{
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RasterTimingCounterEven += cycles;
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if ((RasterTimingCounterEven + RasterTimingCounterPrev) < RasterTimingCap) return 0;
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if ((RasterTimingCounterEven + RasterTimingCounterPrev) < RasterTimingCap) return false;
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}
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DispCnt |= (1<<12);
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return 1;
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return true;
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}
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void GPU3D::EndScanline(bool odd)
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@ -805,7 +805,7 @@ void GPU3D::EndScanline(bool odd)
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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 (RDLines > RDLinesMin) RDLines = RDLinesMin;
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if (RDLines < RDLinesMin) RDLinesMin = RDLines;
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else if (RDLines < RDLinesMin) RDLinesMin = RDLines;
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RasterTimingCounterOdd = 0;
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RasterTimingCounterEven = 0;
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}
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19
src/GPU3D.h
19
src/GPU3D.h
@ -30,14 +30,6 @@ namespace melonDS
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{
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class GPU;
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// numbers based on 339 poly 64-172 horiz. line poly
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static constexpr int RasterTimingCap = 51116;
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static constexpr int PerPolyTiming = 12; // should be correct for *most* line polygons
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static constexpr int PerPixelTiming = 1; // does not apply to the first 4 pixels in a polygon (per scanline?)
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static constexpr int PerScanlineTiming = 1064;// approximate currently, used to calc RDLines
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static constexpr int PerScanlineRecup = 2112; // seems to check out?
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//static constexpr int EmptyPolyScanline;
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//static constexpr int FirstPixelTiming;
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struct Vertex
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{
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@ -345,6 +337,17 @@ public:
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u32 ScrolledLine[256];
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};
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// numbers based on 339 poly 64-172 horiz. line poly
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static constexpr int Frac = 481; // add a fractional component if pixels is not enough precision
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static constexpr int RasterTimingCap = 51116*Frac;
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static constexpr int PerScanlineTiming = 1064*Frac; // approximate currently, used to calc RDLines. TEMPORARY UNTIL ACCURATE "FRAMEBUFFER" CAN BE IMPLEMENTED
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static constexpr int PerScanlineRecup = 2112*Frac; // seems to check out?
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static constexpr int PerPolyTiming = 12*Frac; // should be correct for *most* line polygons and polygons with vertical slopes
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static constexpr int PerPixelTiming = 1*Frac; // does not apply to the first 4 pixels in a polygon (per scanline?)
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static constexpr int EmptyPolyScanline = 4*Frac - 14; // seems to be slightly under 4?
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//static constexpr int FirstPixelTiming;
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class Renderer3D
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{
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public:
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@ -672,6 +672,31 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly
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}
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}
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bool SoftRenderer::Step(RendererPolygon* rp, bool abortscanline)
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{
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rp->XL = rp->SlopeL.Step();
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rp->XR = rp->SlopeR.Step();
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return abortscanline;
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}
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void SoftRenderer::CheckSlope(RendererPolygon* rp, s32 y)
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{
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Polygon* polygon = rp->PolyData;
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if (polygon->YTop != polygon->YBottom)
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{
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if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
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{
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SetupPolygonLeftEdge(rp, y);
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}
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if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
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{
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SetupPolygonRightEdge(rp, y);
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}
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}
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}
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void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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{
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Polygon* polygon = rp->PolyData;
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@ -900,10 +925,8 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
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rp->XR = rp->SlopeR.Step();
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}
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void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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bool SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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{
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if (GPU.GPU3D.DoTimings(PerPolyTiming, odd)) return;
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int pixelsrendered = 0;
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Polygon* polygon = rp->PolyData;
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u32 polyattr = (polygon->Attr & 0x3F008000);
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if (!polygon->FacingView) polyattr |= (1<<4);
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@ -921,18 +944,9 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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PrevIsShadowMask = false;
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if (polygon->YTop != polygon->YBottom)
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{
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if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
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{
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SetupPolygonLeftEdge(rp, y);
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}
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if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
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{
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SetupPolygonRightEdge(rp, y);
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}
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}
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CheckSlope(rp, y);
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if (GPU.GPU3D.DoTimings(PerPolyTiming, odd)) return Step(rp, true);
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Vertex *vlcur, *vlnext, *vrcur, *vrnext;
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s32 xstart, xend;
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@ -941,6 +955,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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s32 l_edgecov, r_edgecov;
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Interpolator<1>* interp_start;
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Interpolator<1>* interp_end;
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u8 pixelsrendered = 0; // for tracking timings
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xstart = rp->XL;
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xend = rp->XR;
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@ -1076,11 +1091,12 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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xcov = (l_edgecov >> 12) & 0x3FF;
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if (xcov == 0x3FF) xcov = 0;
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}
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return Step(rp, true);
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else pixelsrendered++;
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if (!l_filledge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1176,8 +1192,8 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return Step(rp, true);
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else pixelsrendered++;
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if (wireframe && !edge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1270,8 +1286,8 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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for (; x < xlimit; x++)
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{
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return;
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pixelsrendered++;
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if (pixelsrendered >= 4 && GPU.GPU3D.DoTimings(PerPixelTiming, odd)) return Step(rp, true);
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else pixelsrendered++;
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if (!r_filledge) continue;
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u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
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u32 dstattr = AttrBuffer[pixeladdr];
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@ -1358,27 +1374,33 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd)
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PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow);
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}
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}
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rp->XL = rp->SlopeL.Step();
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rp->XR = rp->SlopeR.Step();
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return Step(rp, false);
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}
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void SoftRenderer::RenderScanline(s32 y, int npolys)
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{
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bool odd = !(y % 2);
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bool abort = false;
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for (int i = 0; i < npolys; i++)
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{
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if (GPU.GPU3D.DoTimings(0, odd)) break;
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RendererPolygon* rp = &PolygonList[i];
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Polygon* polygon = rp->PolyData;
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if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
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if (abort)
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{
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CheckSlope(rp, y);
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Step(rp, NULL);
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}
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else if (y == polygon->YBottom && y != polygon->YTop)
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{
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if (GPU.GPU3D.DoTimings(EmptyPolyScanline, odd)) abort = true;
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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 (polygon->IsShadowMask)
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RenderShadowMaskScanline(rp, y);
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else
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RenderPolygonScanline(rp, y, odd);
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if (RenderPolygonScanline(rp, y, odd)) abort = true;
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}
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}
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GPU.GPU3D.EndScanline(odd);
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@ -460,8 +460,10 @@ private:
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void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y);
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void SetupPolygonRightEdge(RendererPolygon* rp, s32 y);
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void SetupPolygon(RendererPolygon* rp, Polygon* polygon);
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bool Step(RendererPolygon* rp, bool abortscanline);
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void CheckSlope(RendererPolygon* rp, s32 y);
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void RenderShadowMaskScanline(RendererPolygon* rp, s32 y);
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void RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);
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bool RenderPolygonScanline(RendererPolygon* rp, s32 y, bool odd);
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void RenderScanline(s32 y, int npolys);
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u32 CalculateFogDensity(u32 pixeladdr);
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void ScanlineFinalPass(s32 y);
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