SoftRasterizer: Do some minor improvements to both performance and code size.

This commit is contained in:
rogerman 2018-11-23 14:59:13 -08:00
parent b1abf50a01
commit 21f04c9ef2
2 changed files with 496 additions and 211 deletions

View File

@ -498,9 +498,9 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_shade(const PolygonMode polygonMode,
}
template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON>
FORCEINLINE void RasterizerUnit<RENDERER>::_pixel(const POLYGON_ATTR polyAttr, const bool isTranslucent, const size_t fragmentIndex, FragmentColor &dstColor, float r, float g, float b, float invu, float invv, float w, float z)
FORCEINLINE void RasterizerUnit<RENDERER>::_pixel(const POLYGON_ATTR polyAttr, const bool isTranslucent, const size_t fragmentIndex, FragmentColor &dstColor, float r, float g, float b, float invu, float invv, float z, float w)
{
FragmentColor srcColor;
FragmentColor newDstColor32;
FragmentColor shaderOutput;
bool isOpaquePixel;
@ -604,13 +604,13 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_pixel(const POLYGON_ATTR polyAttr, c
//this is a HACK:
//we are being very sloppy with our interpolation precision right now
//and rather than fix it, i just want to clamp it
srcColor = MakeFragmentColor(max<u8>(0x00, min<u32>(0x3F,u32floor(r))),
max<u8>(0x00, min<u32>(0x3F,u32floor(g))),
max<u8>(0x00, min<u32>(0x3F,u32floor(b))),
polyAttr.Alpha);
newDstColor32 = MakeFragmentColor(max<u8>(0x00, min<u32>(0x3F, u32floor(r))),
max<u8>(0x00, min<u32>(0x3F, u32floor(g))),
max<u8>(0x00, min<u32>(0x3F, u32floor(b))),
polyAttr.Alpha);
//pixel shader
this->_shade<ISSHADOWPOLYGON>((PolygonMode)polyAttr.Mode, srcColor, shaderOutput, invu * w, invv * w);
this->_shade<ISSHADOWPOLYGON>((PolygonMode)polyAttr.Mode, newDstColor32, shaderOutput, invu * w, invv * w);
// handle alpha test
if ( shaderOutput.a == 0 ||
@ -656,7 +656,7 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_pixel(const POLYGON_ATTR polyAttr, c
template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK>
FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, edge_fx_fl *pLeft, edge_fx_fl *pRight)
{
int XStart = pLeft->X;
const int XStart = pLeft->X;
int width = pRight->X - XStart;
// HACK: workaround for vertical/slant line poly
@ -672,26 +672,36 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline(const POLYGON_ATTR poly
}
//these are the starting values, taken from the left edge
float invw = pLeft->invw.curr;
float u = pLeft->u.curr;
float v = pLeft->v.curr;
float z = pLeft->z.curr;
CACHE_ALIGN float coord[4] = {
pLeft->u.curr,
pLeft->v.curr,
pLeft->z.curr,
pLeft->invw.curr
};
float color[3] = {
CACHE_ALIGN float color[4] = {
pLeft->color[0].curr,
pLeft->color[1].curr,
pLeft->color[2].curr };
pLeft->color[2].curr,
(float)polyAttr.Alpha / 31.0f
};
//our dx values are taken from the steps up until the right edge
float invWidth = 1.0f / width;
float dinvw_dx = (pRight->invw.curr - invw) * invWidth;
float du_dx = (pRight->u.curr - u) * invWidth;
float dv_dx = (pRight->v.curr - v) * invWidth;
float dz_dx = (pRight->z.curr - z) * invWidth;
float dc_dx[3] = {
const float invWidth = 1.0f / (float)width;
const CACHE_ALIGN float coord_dx[4] = {
(pRight->u.curr - coord[0]) * invWidth,
(pRight->v.curr - coord[1]) * invWidth,
(pRight->z.curr - coord[2]) * invWidth,
(pRight->invw.curr - coord[3]) * invWidth
};
const CACHE_ALIGN float color_dx[4] = {
(pRight->color[0].curr - color[0]) * invWidth,
(pRight->color[1].curr - color[1]) * invWidth,
(pRight->color[2].curr - color[2]) * invWidth };
(pRight->color[2].curr - color[2]) * invWidth,
0.0f * invWidth
};
size_t adr = (pLeft->Y*framebufferWidth)+XStart;
@ -717,13 +727,19 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline(const POLYGON_ATTR poly
printf("rasterizer rendering at x=%d! oops!\n",x);
return;
}
invw += dinvw_dx * -x;
u += du_dx * -x;
v += dv_dx * -x;
z += dz_dx * -x;
color[0] += dc_dx[0] * -x;
color[1] += dc_dx[1] * -x;
color[2] += dc_dx[2] * -x;
const float negativeX = (float)-x;
coord[0] += coord_dx[0] * negativeX;
coord[1] += coord_dx[1] * negativeX;
coord[2] += coord_dx[2] * negativeX;
coord[3] += coord_dx[3] * negativeX;
color[0] += color_dx[0] * negativeX;
color[1] += color_dx[1] * negativeX;
color[2] += color_dx[2] * negativeX;
color[3] += color_dx[3] * negativeX;
adr += -x;
width -= -x;
x = 0;
@ -740,23 +756,275 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline(const POLYGON_ATTR poly
while (width-- > 0)
{
this->_pixel<ISFRONTFACING, ISSHADOWPOLYGON>(polyAttr, isTranslucent, adr, dstColor[adr], color[0], color[1], color[2], u, v, 1.0f/invw, z);
this->_pixel<ISFRONTFACING, ISSHADOWPOLYGON>(polyAttr, isTranslucent, adr, dstColor[adr], color[0], color[1], color[2], coord[0], coord[1], coord[2], 1.0f/coord[3]);
adr++;
x++;
invw += dinvw_dx;
u += du_dx;
v += dv_dx;
z += dz_dx;
color[0] += dc_dx[0];
color[1] += dc_dx[1];
color[2] += dc_dx[2];
coord[0] += coord_dx[0];
coord[1] += coord_dx[1];
coord[2] += coord_dx[2];
coord[3] += coord_dx[3];
color[0] += color_dx[0];
color[1] += color_dx[1];
color[2] += color_dx[2];
color[3] += color_dx[3];
}
}
#ifdef ENABLE_SSE2
template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON>
FORCEINLINE void RasterizerUnit<RENDERER>::_pixel_SSE2(const POLYGON_ATTR polyAttr, const bool isTranslucent, const size_t fragmentIndex, FragmentColor &dstColor, const __m128 &srcColorf, float invu, float invv, float z, float w)
{
FragmentColor newDstColor32;
FragmentColor shaderOutput;
bool isOpaquePixel;
u32 &dstAttributeDepth = this->_softRender->_framebufferAttributes->depth[fragmentIndex];
u8 &dstAttributeOpaquePolyID = this->_softRender->_framebufferAttributes->opaquePolyID[fragmentIndex];
u8 &dstAttributeTranslucentPolyID = this->_softRender->_framebufferAttributes->translucentPolyID[fragmentIndex];
u8 &dstAttributeStencil = this->_softRender->_framebufferAttributes->stencil[fragmentIndex];
u8 &dstAttributeIsFogged = this->_softRender->_framebufferAttributes->isFogged[fragmentIndex];
u8 &dstAttributeIsTranslucentPoly = this->_softRender->_framebufferAttributes->isTranslucentPoly[fragmentIndex];
u8 &dstAttributePolyFacing = this->_softRender->_framebufferAttributes->polyFacing[fragmentIndex];
// not sure about the w-buffer depth value: this value was chosen to make the skybox, castle window decals, and water level render correctly in SM64
//
// When using z-depth, be sure to test against the following test cases:
// - The drawing of the overworld map in Dragon Quest IV
// - The drawing of all units on the map in Advance Wars: Days of Ruin
// Note that an IEEE-754 single-precision float uses a 23-bit significand. Therefore, we will multiply the
// Z-depth by a 22-bit significand for safety.
const u32 newDepth = (gfx3d.renderState.wbuffer) ? u32floor(w * 4096.0f) : u32floor(z * 4194303.0f) << 2;
// run the depth test
bool depthFail = false;
if (polyAttr.DepthEqualTest_Enable)
{
// The EQUAL depth test is used if the polygon requests it. Note that the NDS doesn't perform
// a true EQUAL test -- there is a set tolerance to it that makes it easier for pixels to
// pass the depth test.
const u32 minDepth = (u32)max<s32>(0x00000000, (s32)dstAttributeDepth - DEPTH_EQUALS_TEST_TOLERANCE);
const u32 maxDepth = min<u32>(0x00FFFFFF, dstAttributeDepth + DEPTH_EQUALS_TEST_TOLERANCE);
if (newDepth < minDepth || newDepth > maxDepth)
{
depthFail = true;
}
}
else if ( (ISFRONTFACING && (dstAttributePolyFacing == PolyFacing_Back)) && (dstColor.a == 0x1F))
{
// The LEQUAL test is used in the special case where an incoming front-facing polygon's pixel
// is to be drawn on top of a back-facing polygon's opaque pixel.
//
// Test case: The Customize status screen in Sands of Destruction requires this type of depth
// test in order to correctly show the animating characters.
if (newDepth > dstAttributeDepth)
{
depthFail = true;
}
}
else
{
// The LESS depth test is the default type of depth test for all other conditions.
if (newDepth >= dstAttributeDepth)
{
depthFail = true;
}
}
if (depthFail)
{
//shadow mask polygons set stencil bit here
if (ISSHADOWPOLYGON && polyAttr.PolygonID == 0)
dstAttributeStencil=1;
return;
}
//handle shadow polys
if (ISSHADOWPOLYGON)
{
if (polyAttr.PolygonID == 0)
{
//shadow mask polygons only affect the stencil buffer, and then only when they fail depth test
//if we made it here, the shadow mask polygon fragment needs to be trashed
return;
}
else
{
//shadow color polygon conditions
if (dstAttributeStencil == 0)
{
//draw only where stencil bit is set
return;
}
if (dstAttributeOpaquePolyID == polyAttr.PolygonID)
{
//draw only when polygon ID differs
//TODO: are we using the right dst polyID?
return;
}
//once drawn, stencil bit is always cleared
dstAttributeStencil = 0;
}
}
//perspective-correct the colors
const __m128 perspective = _mm_set_ps(31.0f, w, w, w);
__m128 newColorf = _mm_add_ps( _mm_mul_ps(srcColorf, perspective), _mm_set1_ps(0.5f) );
newColorf = _mm_max_ps(newColorf, _mm_setzero_ps());
__m128i cvtColor32 = _mm_cvtps_epi32(newColorf);
cvtColor32 = _mm_min_epu8(cvtColor32, _mm_set_epi32(0x1F, 0x3F, 0x3F, 0x3F));
cvtColor32 = _mm_packus_epi16(cvtColor32, _mm_setzero_si128());
cvtColor32 = _mm_packus_epi16(cvtColor32, _mm_setzero_si128());
newDstColor32.color = _mm_cvtsi128_si32(cvtColor32);
//pixel shader
this->_shade<ISSHADOWPOLYGON>((PolygonMode)polyAttr.Mode, newDstColor32, shaderOutput, invu * w, invv * w);
// handle alpha test
if ( shaderOutput.a == 0 || (this->_softRender->currentRenderState->enableAlphaTest && shaderOutput.a < this->_softRender->currentRenderState->alphaTestRef) )
{
return;
}
// write pixel values to the framebuffer
isOpaquePixel = (shaderOutput.a == 0x1F);
if (isOpaquePixel)
{
dstAttributeOpaquePolyID = polyAttr.PolygonID;
dstAttributeIsTranslucentPoly = isTranslucent;
dstAttributeIsFogged = polyAttr.Fog_Enable;
dstColor = shaderOutput;
}
else
{
//dont overwrite pixels on translucent polys with the same polyids
if (dstAttributeTranslucentPolyID == polyAttr.PolygonID)
return;
//originally we were using a test case of shadows-behind-trees in sm64ds
//but, it looks bad in that game. this is actually correct
//if this isnt correct, then complex shape cart shadows in mario kart don't work right
dstAttributeTranslucentPolyID = polyAttr.PolygonID;
//alpha blending and write color
alphaBlend(dstColor, shaderOutput);
dstAttributeIsFogged = (dstAttributeIsFogged && polyAttr.Fog_Enable);
}
dstAttributePolyFacing = (ISFRONTFACING) ? PolyFacing_Front : PolyFacing_Back;
//depth writing
if (isOpaquePixel || polyAttr.TranslucentDepthWrite_Enable)
dstAttributeDepth = newDepth;
}
//draws a single scanline
template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK>
FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline_SSE2(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, edge_fx_fl *pLeft, edge_fx_fl *pRight)
{
const int XStart = pLeft->X;
int width = pRight->X - XStart;
// HACK: workaround for vertical/slant line poly
if (USELINEHACK && width == 0)
{
int leftWidth = pLeft->XStep;
if (pLeft->ErrorTerm + pLeft->Numerator >= pLeft->Denominator)
leftWidth++;
int rightWidth = pRight->XStep;
if (pRight->ErrorTerm + pRight->Numerator >= pRight->Denominator)
rightWidth++;
width = max(1, max(abs(leftWidth), abs(rightWidth)));
}
//these are the starting values, taken from the left edge
__m128 coord = _mm_setr_ps(pLeft->u.curr,
pLeft->v.curr,
pLeft->z.curr,
pLeft->invw.curr);
__m128 color = _mm_setr_ps(pLeft->color[0].curr,
pLeft->color[1].curr,
pLeft->color[2].curr,
(float)polyAttr.Alpha / 31.0f);
//our dx values are taken from the steps up until the right edge
const __m128 invWidth = _mm_set1_ps(1.0f / (float)width);
const __m128 coord_dx = _mm_mul_ps(_mm_setr_ps(pRight->u.curr - coord[0], pRight->v.curr - coord[1], pRight->z.curr - coord[2], pRight->invw.curr - coord[3]), invWidth);
const __m128 color_dx = _mm_mul_ps(_mm_setr_ps(pRight->color[0].curr - color[0], pRight->color[1].curr - color[1], pRight->color[2].curr - color[2], 0.0f), invWidth);
size_t adr = (pLeft->Y*framebufferWidth)+XStart;
//CONSIDER: in case some other math is wrong (shouldve been clipped OK), we might go out of bounds here.
//better check the Y value.
if (RENDERER && (pLeft->Y < 0 || pLeft->Y > (framebufferHeight - 1)))
{
printf("rasterizer rendering at y=%d! oops!\n",pLeft->Y);
return;
}
if (!RENDERER && (pLeft->Y < 0 || pLeft->Y >= framebufferHeight))
{
printf("rasterizer rendering at y=%d! oops!\n",pLeft->Y);
return;
}
int x = XStart;
if (x < 0)
{
if (RENDERER && !USELINEHACK)
{
printf("rasterizer rendering at x=%d! oops!\n",x);
return;
}
const __m128 negativeX = _mm_cvtepi32_ps(_mm_set1_epi32(-x));
coord = _mm_add_ps(coord, _mm_mul_ps(coord_dx, negativeX));
color = _mm_add_ps(color, _mm_mul_ps(color_dx, negativeX));
adr += -x;
width -= -x;
x = 0;
}
if (x+width > framebufferWidth)
{
if (RENDERER && !USELINEHACK && framebufferWidth == GPU_FRAMEBUFFER_NATIVE_WIDTH)
{
printf("rasterizer rendering at x=%d! oops!\n",x+width-1);
return;
}
width = framebufferWidth - x;
}
CACHE_ALIGN float coord_s[4];
while (width-- > 0)
{
_mm_store_ps(coord_s, coord);
this->_pixel_SSE2<ISFRONTFACING, ISSHADOWPOLYGON>(polyAttr, isTranslucent, adr, dstColor[adr], color, coord_s[0], coord_s[1], coord_s[2], 1.0f/coord_s[3]);
adr++;
x++;
coord = _mm_add_ps(coord, coord_dx);
color = _mm_add_ps(color, color_dx);
}
}
#endif // ENABLE_SSE2
//runs several scanlines, until an edge is finished
template<bool RENDERER> template<bool SLI, bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK, bool ISHORIZONTAL>
void RasterizerUnit<RENDERER>::_runscanlines(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, edge_fx_fl *left, edge_fx_fl *right)
template<bool RENDERER> template<bool SLI, bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK>
void RasterizerUnit<RENDERER>::_runscanlines(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, const bool isHorizontal, edge_fx_fl *left, edge_fx_fl *right)
{
//oh lord, hack city for edge drawing
@ -768,13 +1036,28 @@ void RasterizerUnit<RENDERER>::_runscanlines(const POLYGON_ATTR polyAttr, const
if ( USELINEHACK && (left->Height == 0) && (right->Height == 0) && (left->Y < framebufferHeight) && (left->Y >= 0) )
{
const bool draw = ( !SLI || ((left->Y >= this->_SLI_startLine) && (left->Y < this->_SLI_endLine)) );
if (draw) this->_drawscanline<ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, left, right);
if (draw)
{
#ifdef ENABLE_SSE2
this->_drawscanline_SSE2<ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, left, right);
#else
this->_drawscanline<ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, left, right);
#endif
}
}
while (Height--)
{
const bool draw = ( !SLI || ((left->Y >= this->_SLI_startLine) && (left->Y < this->_SLI_endLine)) );
if (draw) this->_drawscanline<ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, left, right);
if (draw)
{
#ifdef ENABLE_SSE2
this->_drawscanline_SSE2<ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, left, right);
#else
this->_drawscanline<ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, left, right);
#endif
}
const int xl = left->X;
const int xr = right->X;
const int y = left->Y;
@ -784,8 +1067,8 @@ void RasterizerUnit<RENDERER>::_runscanlines(const POLYGON_ATTR polyAttr, const
if (!RENDERER && _debug_thisPoly)
{
//debug drawing
bool top = (ISHORIZONTAL && first);
bool bottom = (!Height && ISHORIZONTAL);
bool top = (isHorizontal && first);
bool bottom = (!Height && isHorizontal);
if (Height || top || bottom)
{
if (draw)
@ -939,15 +1222,8 @@ void RasterizerUnit<RENDERER>::_shape_engine(const POLYGON_ATTR polyAttr, const
if (failure)
return;
const bool horizontal = (left.Y == right.Y);
if (horizontal)
{
this->_runscanlines<SLI, ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK, true>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, &left, &right);
}
else
{
this->_runscanlines<SLI, ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK, false>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, &left, &right);
}
const bool isHorizontal = (left.Y == right.Y);
this->_runscanlines<SLI, ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, isHorizontal, &left, &right);
//if we ran out of an edge, step to the next one
if (right.Height == 0)

View File

@ -1,31 +1,35 @@
/*
Copyright (C) 2009-2018 DeSmuME team
This file is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This file is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the this software. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _RASTERIZE_H_
#define _RASTERIZE_H_
#include "render3D.h"
#include "gfx3d.h"
/*
Copyright (C) 2009-2018 DeSmuME team
#define SOFTRASTERIZER_MAX_THREADS 32
extern GPU3DInterface gpu3DRasterize;
This file is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
class Task;
This file is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the this software. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _RASTERIZE_H_
#define _RASTERIZE_H_
#include "render3D.h"
#include "gfx3d.h"
#ifdef ENABLE_SSE2
#include <emmintrin.h>
#endif
#define SOFTRASTERIZER_MAX_THREADS 32
extern GPU3DInterface gpu3DRasterize;
class Task;
class SoftRasterizerRenderer;
struct edge_fx_fl;
@ -34,63 +38,63 @@ struct SoftRasterizerClearParam
SoftRasterizerRenderer *renderer;
size_t startPixel;
size_t endPixel;
};
struct SoftRasterizerPostProcessParams
{
SoftRasterizerRenderer *renderer;
size_t startLine;
size_t endLine;
bool enableEdgeMarking;
bool enableFog;
u32 fogColor;
bool fogAlphaOnly;
};
class SoftRasterizerTexture : public Render3DTexture
{
private:
void _clamp(s32 &val, const int size, const s32 sizemask) const;
void _hclamp(s32 &val) const;
void _vclamp(s32 &val) const;
void _repeat(s32 &val, const int size, const s32 sizemask) const;
void _hrepeat(s32 &val) const;
void _vrepeat(s32 &val) const;
void _flip(s32 &val, const int size, const s32 sizemask) const;
void _hflip(s32 &val) const;
void _vflip(s32 &val) const;
protected:
u32 *_unpackData;
u32 *_customBuffer;
u32 *_renderData;
s32 _renderWidth;
s32 _renderHeight;
s32 _renderWidthMask;
s32 _renderHeightMask;
u32 _renderWidthShift;
public:
SoftRasterizerTexture(TEXIMAGE_PARAM texAttributes, u32 palAttributes);
virtual ~SoftRasterizerTexture();
virtual void Load();
u32* GetUnpackData();
u32* GetRenderData();
s32 GetRenderWidth() const;
s32 GetRenderHeight() const;
s32 GetRenderWidthMask() const;
s32 GetRenderHeightMask() const;
u32 GetRenderWidthShift() const;
void GetRenderSamplerCoordinates(const u8 wrapMode, s32 &iu, s32 &iv) const;
void SetUseDeposterize(bool willDeposterize);
void SetScalingFactor(size_t scalingFactor);
};
};
struct SoftRasterizerPostProcessParams
{
SoftRasterizerRenderer *renderer;
size_t startLine;
size_t endLine;
bool enableEdgeMarking;
bool enableFog;
u32 fogColor;
bool fogAlphaOnly;
};
class SoftRasterizerTexture : public Render3DTexture
{
private:
void _clamp(s32 &val, const int size, const s32 sizemask) const;
void _hclamp(s32 &val) const;
void _vclamp(s32 &val) const;
void _repeat(s32 &val, const int size, const s32 sizemask) const;
void _hrepeat(s32 &val) const;
void _vrepeat(s32 &val) const;
void _flip(s32 &val, const int size, const s32 sizemask) const;
void _hflip(s32 &val) const;
void _vflip(s32 &val) const;
protected:
u32 *_unpackData;
u32 *_customBuffer;
u32 *_renderData;
s32 _renderWidth;
s32 _renderHeight;
s32 _renderWidthMask;
s32 _renderHeightMask;
u32 _renderWidthShift;
public:
SoftRasterizerTexture(TEXIMAGE_PARAM texAttributes, u32 palAttributes);
virtual ~SoftRasterizerTexture();
virtual void Load();
u32* GetUnpackData();
u32* GetRenderData();
s32 GetRenderWidth() const;
s32 GetRenderHeight() const;
s32 GetRenderWidthMask() const;
s32 GetRenderHeightMask() const;
u32 GetRenderWidthShift() const;
void GetRenderSamplerCoordinates(const u8 wrapMode, s32 &iu, s32 &iv) const;
void SetUseDeposterize(bool willDeposterize);
void SetScalingFactor(size_t scalingFactor);
};
template <bool RENDERER>
class RasterizerUnit
@ -111,9 +115,14 @@ protected:
FORCEINLINE float _round_s(double val);
template<bool ISSHADOWPOLYGON> FORCEINLINE void _shade(const PolygonMode polygonMode, const FragmentColor src, FragmentColor &dst, const float texCoordU, const float texCoordV);
template<bool ISFRONTFACING, bool ISSHADOWPOLYGON> FORCEINLINE void _pixel(const POLYGON_ATTR polyAttr, const bool isTranslucent, const size_t fragmentIndex, FragmentColor &dstColor, float r, float g, float b, float invu, float invv, float w, float z);
template<bool ISFRONTFACING, bool ISSHADOWPOLYGON> FORCEINLINE void _pixel(const POLYGON_ATTR polyAttr, const bool isTranslucent, const size_t fragmentIndex, FragmentColor &dstColor, float r, float g, float b, float invu, float invv, float z, float w);
template<bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK> FORCEINLINE void _drawscanline(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, edge_fx_fl *pLeft, edge_fx_fl *pRight);
template<bool SLI, bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK, bool ISHORIZONTAL> void _runscanlines(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, edge_fx_fl *left, edge_fx_fl *right);
template<bool SLI, bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK> void _runscanlines(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, const bool isHorizontal, edge_fx_fl *left, edge_fx_fl *right);
#ifdef ENABLE_SSE2
template<bool ISFRONTFACING, bool ISSHADOWPOLYGON> FORCEINLINE void _pixel_SSE2(const POLYGON_ATTR polyAttr, const bool isTranslucent, const size_t fragmentIndex, FragmentColor &dstColor, const __m128 &srcColorf, float invu, float invv, float z, float w);
template<bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK> FORCEINLINE void _drawscanline_SSE2(const POLYGON_ATTR polyAttr, const bool isTranslucent, FragmentColor *dstColor, const size_t framebufferWidth, const size_t framebufferHeight, edge_fx_fl *pLeft, edge_fx_fl *pRight);
#endif
template<int TYPE> FORCEINLINE void _rot_verts();
template<bool ISFRONTFACING, int TYPE> void _sort_verts();
@ -124,17 +133,17 @@ public:
void SetRenderer(SoftRasterizerRenderer *theRenderer);
template<bool SLI, bool USELINEHACK> FORCEINLINE void Render();
};
#if defined(ENABLE_AVX2)
class SoftRasterizerRenderer : public Render3D_AVX2
#elif defined(ENABLE_SSE2)
#elif defined(ENABLE_SSE2)
class SoftRasterizerRenderer : public Render3D_SSE2
#elif defined(ENABLE_ALTIVEC)
class SoftRasterizerRenderer : public Render3D_Altivec
#else
class SoftRasterizerRenderer : public Render3D
#endif
{
class SoftRasterizerRenderer : public Render3D_Altivec
#else
class SoftRasterizerRenderer : public Render3D
#endif
{
protected:
Task *_task;
SoftRasterizerClearParam _threadClearParam[SOFTRASTERIZER_MAX_THREADS];
@ -151,66 +160,66 @@ protected:
FragmentColor _clearColor6665;
FragmentAttributes _clearAttributes;
GFX3D_Clipper clipper;
u8 fogTable[32768];
FragmentColor edgeMarkTable[8];
bool edgeMarkDisabled[8];
bool _renderGeometryNeedsFinish;
bool _enableHighPrecisionColorInterpolation;
bool _enableLineHack;
// SoftRasterizer-specific methods
virtual Render3DError InitTables();
template<bool USEHIRESINTERPOLATE> size_t performClipping(const VERT *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
// Base rendering methods
virtual Render3DError BeginRender(const GFX3D &engine);
virtual Render3DError RenderGeometry(const GFX3D_State &renderState, const POLYLIST *polyList, const INDEXLIST *indexList);
virtual Render3DError RenderEdgeMarking(const u16 *colorTable, const bool useAntialias);
virtual Render3DError RenderFog(const u8 *densityTable, const u32 color, const u32 offset, const u8 shift, const bool alphaOnly);
virtual Render3DError EndRender(const u64 frameCount);
virtual Render3DError ClearUsingImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthBuffer, const u8 *__restrict fogBuffer, const u8 *__restrict polyIDBuffer);
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes);
public:
int _debug_drawClippedUserPoly;
size_t _clippedPolyCount;
FragmentColor toonColor32LUT[32];
GFX3D_Clipper::TClippedPoly *clippedPolys;
FragmentAttributesBuffer *_framebufferAttributes;
bool polyVisible[POLYLIST_SIZE];
bool polyBackfacing[POLYLIST_SIZE];
GFX3D_State *currentRenderState;
bool _enableFragmentSamplingHack;
SoftRasterizerRenderer();
virtual ~SoftRasterizerRenderer();
void performViewportTransforms();
void performBackfaceTests();
void performCoordAdjustment();
void GetAndLoadAllTextures();
Render3DError UpdateEdgeMarkColorTable(const u16 *edgeMarkColorTable);
Render3DError UpdateFogTable(const u8 *fogDensityTable);
Render3DError RenderEdgeMarkingAndFog(const SoftRasterizerPostProcessParams &param);
SoftRasterizerTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
// Base rendering methods
virtual Render3DError UpdateToonTable(const u16 *toonTableBuffer);
virtual Render3DError Reset();
virtual Render3DError ApplyRenderingSettings(const GFX3D_State &renderState);
virtual Render3DError Render(const GFX3D &engine);
virtual Render3DError RenderFinish();
GFX3D_Clipper clipper;
u8 fogTable[32768];
FragmentColor edgeMarkTable[8];
bool edgeMarkDisabled[8];
bool _renderGeometryNeedsFinish;
bool _enableHighPrecisionColorInterpolation;
bool _enableLineHack;
// SoftRasterizer-specific methods
virtual Render3DError InitTables();
template<bool USEHIRESINTERPOLATE> size_t performClipping(const VERT *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
// Base rendering methods
virtual Render3DError BeginRender(const GFX3D &engine);
virtual Render3DError RenderGeometry(const GFX3D_State &renderState, const POLYLIST *polyList, const INDEXLIST *indexList);
virtual Render3DError RenderEdgeMarking(const u16 *colorTable, const bool useAntialias);
virtual Render3DError RenderFog(const u8 *densityTable, const u32 color, const u32 offset, const u8 shift, const bool alphaOnly);
virtual Render3DError EndRender(const u64 frameCount);
virtual Render3DError ClearUsingImage(const u16 *__restrict colorBuffer, const u32 *__restrict depthBuffer, const u8 *__restrict fogBuffer, const u8 *__restrict polyIDBuffer);
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes);
public:
int _debug_drawClippedUserPoly;
size_t _clippedPolyCount;
FragmentColor toonColor32LUT[32];
GFX3D_Clipper::TClippedPoly *clippedPolys;
FragmentAttributesBuffer *_framebufferAttributes;
bool polyVisible[POLYLIST_SIZE];
bool polyBackfacing[POLYLIST_SIZE];
GFX3D_State *currentRenderState;
bool _enableFragmentSamplingHack;
SoftRasterizerRenderer();
virtual ~SoftRasterizerRenderer();
void performViewportTransforms();
void performBackfaceTests();
void performCoordAdjustment();
void GetAndLoadAllTextures();
Render3DError UpdateEdgeMarkColorTable(const u16 *edgeMarkColorTable);
Render3DError UpdateFogTable(const u8 *fogDensityTable);
Render3DError RenderEdgeMarkingAndFog(const SoftRasterizerPostProcessParams &param);
SoftRasterizerTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
// Base rendering methods
virtual Render3DError UpdateToonTable(const u16 *toonTableBuffer);
virtual Render3DError Reset();
virtual Render3DError ApplyRenderingSettings(const GFX3D_State &renderState);
virtual Render3DError Render(const GFX3D &engine);
virtual Render3DError RenderFinish();
virtual Render3DError RenderFlush(bool willFlushBuffer32, bool willFlushBuffer16);
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
virtual Render3DError SetFramebufferSize(size_t w, size_t h);
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
virtual Render3DError SetFramebufferSize(size_t w, size_t h);
};
template <size_t SIMDBYTES>
@ -255,12 +264,12 @@ protected:
public:
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
};
#elif defined(ENABLE_SSE2)
class SoftRasterizerRenderer_SSE2 : public SoftRasterizer_SIMD<16>
#elif defined(ENABLE_SSE2)
class SoftRasterizerRenderer_SSE2 : public SoftRasterizer_SIMD<16>
{
protected:
virtual void LoadClearValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes);
virtual void LoadClearValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes);
public:
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
@ -274,8 +283,8 @@ protected:
public:
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
};
#endif
#endif // _RASTERIZE_H_
};
#endif
#endif // _RASTERIZE_H_