Compare commits

...

14 Commits

Author SHA1 Message Date
Jakly
204dc039ba
Merge 19e8774ad0 into 4528441c74 2024-11-10 01:35:06 +01:00
Jaklyy
19e8774ad0 fix crash under freak circumstances 2024-05-10 05:54:46 -04:00
Jaklyy
60b28d846f make it more clear what's actually being done 2024-04-06 17:55:03 -04:00
Jaklyy
fd650cf133 minor clean up i forgot to do 2024-03-30 13:23:41 -04:00
Jaklyy
3f42215602 ok this makes a *lot* more sense 2024-03-30 08:28:04 -04:00
Jaklyy
8f450faa56 idk 2024-03-29 14:06:52 -04:00
Jaklyy
c5b9c3d36d optimization attempt 2024-03-29 13:38:12 -04:00
Jaklyy
9ee9389ee1 attempt to optimize quotient/remainder calc 2024-03-17 15:03:47 -04:00
Jaklyy
ee91d7f8f3 notes + optimization
should only compile to one div instruction per path now
2024-03-17 10:42:52 -04:00
Jaklyy
b6fa43b0cf implement approximation of z0 > z1 case 2024-03-16 22:10:21 -04:00
Jaklyy
672e6d03fa betterer approximation 2024-03-16 22:10:21 -04:00
Jaklyy
668e5580e0 better approximation 2024-03-16 22:10:21 -04:00
Jaklyy
2c457de681 rework to actually work 2024-03-16 22:10:21 -04:00
Jaklyy
f4bae5a5d5 best approximation so far 2024-03-16 22:10:21 -04:00
2 changed files with 43 additions and 55 deletions

View File

@ -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

View File

@ -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