SoftRasterizer: Do some minor improvements to both performance and code size.
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@ -498,9 +498,9 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_shade(const PolygonMode polygonMode,
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}
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}
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template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON>
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template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON>
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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)
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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)
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{
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{
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FragmentColor srcColor;
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FragmentColor newDstColor32;
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FragmentColor shaderOutput;
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FragmentColor shaderOutput;
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bool isOpaquePixel;
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bool isOpaquePixel;
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@ -604,13 +604,13 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_pixel(const POLYGON_ATTR polyAttr, c
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//this is a HACK:
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//this is a HACK:
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//we are being very sloppy with our interpolation precision right now
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//we are being very sloppy with our interpolation precision right now
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//and rather than fix it, i just want to clamp it
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//and rather than fix it, i just want to clamp it
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srcColor = MakeFragmentColor(max<u8>(0x00, min<u32>(0x3F,u32floor(r))),
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newDstColor32 = MakeFragmentColor(max<u8>(0x00, min<u32>(0x3F, u32floor(r))),
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max<u8>(0x00, min<u32>(0x3F,u32floor(g))),
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max<u8>(0x00, min<u32>(0x3F, u32floor(g))),
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max<u8>(0x00, min<u32>(0x3F,u32floor(b))),
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max<u8>(0x00, min<u32>(0x3F, u32floor(b))),
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polyAttr.Alpha);
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polyAttr.Alpha);
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//pixel shader
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//pixel shader
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this->_shade<ISSHADOWPOLYGON>((PolygonMode)polyAttr.Mode, srcColor, shaderOutput, invu * w, invv * w);
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this->_shade<ISSHADOWPOLYGON>((PolygonMode)polyAttr.Mode, newDstColor32, shaderOutput, invu * w, invv * w);
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// handle alpha test
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// handle alpha test
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if ( shaderOutput.a == 0 ||
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if ( shaderOutput.a == 0 ||
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@ -656,7 +656,7 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_pixel(const POLYGON_ATTR polyAttr, c
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template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK>
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template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK>
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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)
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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)
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{
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{
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int XStart = pLeft->X;
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const int XStart = pLeft->X;
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int width = pRight->X - XStart;
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int width = pRight->X - XStart;
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// HACK: workaround for vertical/slant line poly
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// HACK: workaround for vertical/slant line poly
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@ -672,26 +672,36 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline(const POLYGON_ATTR poly
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}
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}
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//these are the starting values, taken from the left edge
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//these are the starting values, taken from the left edge
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float invw = pLeft->invw.curr;
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CACHE_ALIGN float coord[4] = {
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float u = pLeft->u.curr;
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pLeft->u.curr,
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float v = pLeft->v.curr;
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pLeft->v.curr,
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float z = pLeft->z.curr;
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pLeft->z.curr,
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pLeft->invw.curr
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};
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float color[3] = {
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CACHE_ALIGN float color[4] = {
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pLeft->color[0].curr,
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pLeft->color[0].curr,
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pLeft->color[1].curr,
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pLeft->color[1].curr,
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pLeft->color[2].curr };
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pLeft->color[2].curr,
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(float)polyAttr.Alpha / 31.0f
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};
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//our dx values are taken from the steps up until the right edge
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//our dx values are taken from the steps up until the right edge
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float invWidth = 1.0f / width;
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const float invWidth = 1.0f / (float)width;
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float dinvw_dx = (pRight->invw.curr - invw) * invWidth;
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float du_dx = (pRight->u.curr - u) * invWidth;
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const CACHE_ALIGN float coord_dx[4] = {
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float dv_dx = (pRight->v.curr - v) * invWidth;
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(pRight->u.curr - coord[0]) * invWidth,
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float dz_dx = (pRight->z.curr - z) * invWidth;
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(pRight->v.curr - coord[1]) * invWidth,
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float dc_dx[3] = {
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(pRight->z.curr - coord[2]) * invWidth,
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(pRight->invw.curr - coord[3]) * invWidth
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};
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const CACHE_ALIGN float color_dx[4] = {
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(pRight->color[0].curr - color[0]) * invWidth,
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(pRight->color[0].curr - color[0]) * invWidth,
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(pRight->color[1].curr - color[1]) * invWidth,
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(pRight->color[1].curr - color[1]) * invWidth,
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(pRight->color[2].curr - color[2]) * invWidth };
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(pRight->color[2].curr - color[2]) * invWidth,
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0.0f * invWidth
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};
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size_t adr = (pLeft->Y*framebufferWidth)+XStart;
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size_t adr = (pLeft->Y*framebufferWidth)+XStart;
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@ -717,13 +727,19 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline(const POLYGON_ATTR poly
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printf("rasterizer rendering at x=%d! oops!\n",x);
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printf("rasterizer rendering at x=%d! oops!\n",x);
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return;
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return;
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}
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}
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invw += dinvw_dx * -x;
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u += du_dx * -x;
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const float negativeX = (float)-x;
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v += dv_dx * -x;
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z += dz_dx * -x;
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coord[0] += coord_dx[0] * negativeX;
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color[0] += dc_dx[0] * -x;
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coord[1] += coord_dx[1] * negativeX;
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color[1] += dc_dx[1] * -x;
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coord[2] += coord_dx[2] * negativeX;
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color[2] += dc_dx[2] * -x;
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coord[3] += coord_dx[3] * negativeX;
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color[0] += color_dx[0] * negativeX;
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color[1] += color_dx[1] * negativeX;
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color[2] += color_dx[2] * negativeX;
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color[3] += color_dx[3] * negativeX;
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adr += -x;
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adr += -x;
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width -= -x;
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width -= -x;
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x = 0;
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x = 0;
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@ -740,23 +756,275 @@ FORCEINLINE void RasterizerUnit<RENDERER>::_drawscanline(const POLYGON_ATTR poly
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while (width-- > 0)
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while (width-- > 0)
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{
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{
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this->_pixel<ISFRONTFACING, ISSHADOWPOLYGON>(polyAttr, isTranslucent, adr, dstColor[adr], color[0], color[1], color[2], u, v, 1.0f/invw, z);
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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]);
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adr++;
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adr++;
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x++;
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x++;
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invw += dinvw_dx;
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coord[0] += coord_dx[0];
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u += du_dx;
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coord[1] += coord_dx[1];
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v += dv_dx;
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coord[2] += coord_dx[2];
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z += dz_dx;
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coord[3] += coord_dx[3];
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color[0] += dc_dx[0];
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color[1] += dc_dx[1];
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color[0] += color_dx[0];
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color[2] += dc_dx[2];
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color[1] += color_dx[1];
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color[2] += color_dx[2];
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color[3] += color_dx[3];
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}
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}
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}
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}
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#ifdef ENABLE_SSE2
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template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON>
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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)
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{
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FragmentColor newDstColor32;
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FragmentColor shaderOutput;
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bool isOpaquePixel;
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u32 &dstAttributeDepth = this->_softRender->_framebufferAttributes->depth[fragmentIndex];
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u8 &dstAttributeOpaquePolyID = this->_softRender->_framebufferAttributes->opaquePolyID[fragmentIndex];
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u8 &dstAttributeTranslucentPolyID = this->_softRender->_framebufferAttributes->translucentPolyID[fragmentIndex];
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u8 &dstAttributeStencil = this->_softRender->_framebufferAttributes->stencil[fragmentIndex];
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u8 &dstAttributeIsFogged = this->_softRender->_framebufferAttributes->isFogged[fragmentIndex];
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u8 &dstAttributeIsTranslucentPoly = this->_softRender->_framebufferAttributes->isTranslucentPoly[fragmentIndex];
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u8 &dstAttributePolyFacing = this->_softRender->_framebufferAttributes->polyFacing[fragmentIndex];
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// 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
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//
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// When using z-depth, be sure to test against the following test cases:
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// - The drawing of the overworld map in Dragon Quest IV
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// - The drawing of all units on the map in Advance Wars: Days of Ruin
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// Note that an IEEE-754 single-precision float uses a 23-bit significand. Therefore, we will multiply the
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// Z-depth by a 22-bit significand for safety.
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const u32 newDepth = (gfx3d.renderState.wbuffer) ? u32floor(w * 4096.0f) : u32floor(z * 4194303.0f) << 2;
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// run the depth test
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bool depthFail = false;
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if (polyAttr.DepthEqualTest_Enable)
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{
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// The EQUAL depth test is used if the polygon requests it. Note that the NDS doesn't perform
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// a true EQUAL test -- there is a set tolerance to it that makes it easier for pixels to
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// pass the depth test.
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const u32 minDepth = (u32)max<s32>(0x00000000, (s32)dstAttributeDepth - DEPTH_EQUALS_TEST_TOLERANCE);
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const u32 maxDepth = min<u32>(0x00FFFFFF, dstAttributeDepth + DEPTH_EQUALS_TEST_TOLERANCE);
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if (newDepth < minDepth || newDepth > maxDepth)
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{
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depthFail = true;
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}
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}
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else if ( (ISFRONTFACING && (dstAttributePolyFacing == PolyFacing_Back)) && (dstColor.a == 0x1F))
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{
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// The LEQUAL test is used in the special case where an incoming front-facing polygon's pixel
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// is to be drawn on top of a back-facing polygon's opaque pixel.
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//
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// Test case: The Customize status screen in Sands of Destruction requires this type of depth
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// test in order to correctly show the animating characters.
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if (newDepth > dstAttributeDepth)
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{
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depthFail = true;
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}
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}
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else
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{
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// The LESS depth test is the default type of depth test for all other conditions.
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if (newDepth >= dstAttributeDepth)
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{
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depthFail = true;
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}
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}
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if (depthFail)
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{
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//shadow mask polygons set stencil bit here
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if (ISSHADOWPOLYGON && polyAttr.PolygonID == 0)
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dstAttributeStencil=1;
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return;
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}
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//handle shadow polys
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if (ISSHADOWPOLYGON)
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{
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if (polyAttr.PolygonID == 0)
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{
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//shadow mask polygons only affect the stencil buffer, and then only when they fail depth test
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//if we made it here, the shadow mask polygon fragment needs to be trashed
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return;
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}
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else
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{
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//shadow color polygon conditions
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if (dstAttributeStencil == 0)
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{
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//draw only where stencil bit is set
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return;
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}
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if (dstAttributeOpaquePolyID == polyAttr.PolygonID)
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{
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//draw only when polygon ID differs
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//TODO: are we using the right dst polyID?
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return;
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}
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//once drawn, stencil bit is always cleared
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dstAttributeStencil = 0;
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}
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}
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//perspective-correct the colors
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const __m128 perspective = _mm_set_ps(31.0f, w, w, w);
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__m128 newColorf = _mm_add_ps( _mm_mul_ps(srcColorf, perspective), _mm_set1_ps(0.5f) );
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newColorf = _mm_max_ps(newColorf, _mm_setzero_ps());
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__m128i cvtColor32 = _mm_cvtps_epi32(newColorf);
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cvtColor32 = _mm_min_epu8(cvtColor32, _mm_set_epi32(0x1F, 0x3F, 0x3F, 0x3F));
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cvtColor32 = _mm_packus_epi16(cvtColor32, _mm_setzero_si128());
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cvtColor32 = _mm_packus_epi16(cvtColor32, _mm_setzero_si128());
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newDstColor32.color = _mm_cvtsi128_si32(cvtColor32);
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//pixel shader
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this->_shade<ISSHADOWPOLYGON>((PolygonMode)polyAttr.Mode, newDstColor32, shaderOutput, invu * w, invv * w);
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// handle alpha test
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if ( shaderOutput.a == 0 || (this->_softRender->currentRenderState->enableAlphaTest && shaderOutput.a < this->_softRender->currentRenderState->alphaTestRef) )
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{
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return;
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}
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// write pixel values to the framebuffer
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isOpaquePixel = (shaderOutput.a == 0x1F);
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if (isOpaquePixel)
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{
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dstAttributeOpaquePolyID = polyAttr.PolygonID;
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dstAttributeIsTranslucentPoly = isTranslucent;
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dstAttributeIsFogged = polyAttr.Fog_Enable;
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dstColor = shaderOutput;
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}
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else
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{
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//dont overwrite pixels on translucent polys with the same polyids
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if (dstAttributeTranslucentPolyID == polyAttr.PolygonID)
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return;
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//originally we were using a test case of shadows-behind-trees in sm64ds
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//but, it looks bad in that game. this is actually correct
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//if this isnt correct, then complex shape cart shadows in mario kart don't work right
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dstAttributeTranslucentPolyID = polyAttr.PolygonID;
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//alpha blending and write color
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alphaBlend(dstColor, shaderOutput);
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dstAttributeIsFogged = (dstAttributeIsFogged && polyAttr.Fog_Enable);
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}
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dstAttributePolyFacing = (ISFRONTFACING) ? PolyFacing_Front : PolyFacing_Back;
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//depth writing
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if (isOpaquePixel || polyAttr.TranslucentDepthWrite_Enable)
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dstAttributeDepth = newDepth;
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}
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//draws a single scanline
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template<bool RENDERER> template<bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK>
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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)
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{
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const int XStart = pLeft->X;
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int width = pRight->X - XStart;
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// HACK: workaround for vertical/slant line poly
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if (USELINEHACK && width == 0)
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{
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int leftWidth = pLeft->XStep;
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if (pLeft->ErrorTerm + pLeft->Numerator >= pLeft->Denominator)
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leftWidth++;
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int rightWidth = pRight->XStep;
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if (pRight->ErrorTerm + pRight->Numerator >= pRight->Denominator)
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rightWidth++;
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width = max(1, max(abs(leftWidth), abs(rightWidth)));
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}
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//these are the starting values, taken from the left edge
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__m128 coord = _mm_setr_ps(pLeft->u.curr,
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pLeft->v.curr,
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pLeft->z.curr,
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pLeft->invw.curr);
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__m128 color = _mm_setr_ps(pLeft->color[0].curr,
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pLeft->color[1].curr,
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pLeft->color[2].curr,
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||||||
|
(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
|
//runs several scanlines, until an edge is finished
|
||||||
template<bool RENDERER> template<bool SLI, bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK, bool ISHORIZONTAL>
|
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, edge_fx_fl *left, edge_fx_fl *right)
|
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
|
//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) )
|
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)) );
|
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--)
|
while (Height--)
|
||||||
{
|
{
|
||||||
const bool draw = ( !SLI || ((left->Y >= this->_SLI_startLine) && (left->Y < this->_SLI_endLine)) );
|
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 xl = left->X;
|
||||||
const int xr = right->X;
|
const int xr = right->X;
|
||||||
const int y = left->Y;
|
const int y = left->Y;
|
||||||
|
@ -784,8 +1067,8 @@ void RasterizerUnit<RENDERER>::_runscanlines(const POLYGON_ATTR polyAttr, const
|
||||||
if (!RENDERER && _debug_thisPoly)
|
if (!RENDERER && _debug_thisPoly)
|
||||||
{
|
{
|
||||||
//debug drawing
|
//debug drawing
|
||||||
bool top = (ISHORIZONTAL && first);
|
bool top = (isHorizontal && first);
|
||||||
bool bottom = (!Height && ISHORIZONTAL);
|
bool bottom = (!Height && isHorizontal);
|
||||||
if (Height || top || bottom)
|
if (Height || top || bottom)
|
||||||
{
|
{
|
||||||
if (draw)
|
if (draw)
|
||||||
|
@ -939,15 +1222,8 @@ void RasterizerUnit<RENDERER>::_shape_engine(const POLYGON_ATTR polyAttr, const
|
||||||
if (failure)
|
if (failure)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
const bool horizontal = (left.Y == right.Y);
|
const bool isHorizontal = (left.Y == right.Y);
|
||||||
if (horizontal)
|
this->_runscanlines<SLI, ISFRONTFACING, ISSHADOWPOLYGON, USELINEHACK>(polyAttr, isTranslucent, dstColor, framebufferWidth, framebufferHeight, isHorizontal, &left, &right);
|
||||||
{
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
//if we ran out of an edge, step to the next one
|
//if we ran out of an edge, step to the next one
|
||||||
if (right.Height == 0)
|
if (right.Height == 0)
|
||||||
|
|
|
@ -1,31 +1,35 @@
|
||||||
/*
|
/*
|
||||||
Copyright (C) 2009-2018 DeSmuME team
|
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"
|
|
||||||
|
|
||||||
#define SOFTRASTERIZER_MAX_THREADS 32
|
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
|
||||||
extern GPU3DInterface gpu3DRasterize;
|
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;
|
class SoftRasterizerRenderer;
|
||||||
struct edge_fx_fl;
|
struct edge_fx_fl;
|
||||||
|
|
||||||
|
@ -34,63 +38,63 @@ struct SoftRasterizerClearParam
|
||||||
SoftRasterizerRenderer *renderer;
|
SoftRasterizerRenderer *renderer;
|
||||||
size_t startPixel;
|
size_t startPixel;
|
||||||
size_t endPixel;
|
size_t endPixel;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct SoftRasterizerPostProcessParams
|
struct SoftRasterizerPostProcessParams
|
||||||
{
|
{
|
||||||
SoftRasterizerRenderer *renderer;
|
SoftRasterizerRenderer *renderer;
|
||||||
size_t startLine;
|
size_t startLine;
|
||||||
size_t endLine;
|
size_t endLine;
|
||||||
bool enableEdgeMarking;
|
bool enableEdgeMarking;
|
||||||
bool enableFog;
|
bool enableFog;
|
||||||
u32 fogColor;
|
u32 fogColor;
|
||||||
bool fogAlphaOnly;
|
bool fogAlphaOnly;
|
||||||
};
|
};
|
||||||
|
|
||||||
class SoftRasterizerTexture : public Render3DTexture
|
class SoftRasterizerTexture : public Render3DTexture
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
void _clamp(s32 &val, const int size, const s32 sizemask) const;
|
void _clamp(s32 &val, const int size, const s32 sizemask) const;
|
||||||
void _hclamp(s32 &val) const;
|
void _hclamp(s32 &val) const;
|
||||||
void _vclamp(s32 &val) const;
|
void _vclamp(s32 &val) const;
|
||||||
void _repeat(s32 &val, const int size, const s32 sizemask) const;
|
void _repeat(s32 &val, const int size, const s32 sizemask) const;
|
||||||
void _hrepeat(s32 &val) const;
|
void _hrepeat(s32 &val) const;
|
||||||
void _vrepeat(s32 &val) const;
|
void _vrepeat(s32 &val) const;
|
||||||
void _flip(s32 &val, const int size, const s32 sizemask) const;
|
void _flip(s32 &val, const int size, const s32 sizemask) const;
|
||||||
void _hflip(s32 &val) const;
|
void _hflip(s32 &val) const;
|
||||||
void _vflip(s32 &val) const;
|
void _vflip(s32 &val) const;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
u32 *_unpackData;
|
u32 *_unpackData;
|
||||||
u32 *_customBuffer;
|
u32 *_customBuffer;
|
||||||
|
|
||||||
u32 *_renderData;
|
u32 *_renderData;
|
||||||
s32 _renderWidth;
|
s32 _renderWidth;
|
||||||
s32 _renderHeight;
|
s32 _renderHeight;
|
||||||
s32 _renderWidthMask;
|
s32 _renderWidthMask;
|
||||||
s32 _renderHeightMask;
|
s32 _renderHeightMask;
|
||||||
u32 _renderWidthShift;
|
u32 _renderWidthShift;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
SoftRasterizerTexture(TEXIMAGE_PARAM texAttributes, u32 palAttributes);
|
SoftRasterizerTexture(TEXIMAGE_PARAM texAttributes, u32 palAttributes);
|
||||||
virtual ~SoftRasterizerTexture();
|
virtual ~SoftRasterizerTexture();
|
||||||
|
|
||||||
virtual void Load();
|
virtual void Load();
|
||||||
|
|
||||||
u32* GetUnpackData();
|
u32* GetUnpackData();
|
||||||
|
|
||||||
u32* GetRenderData();
|
u32* GetRenderData();
|
||||||
s32 GetRenderWidth() const;
|
s32 GetRenderWidth() const;
|
||||||
s32 GetRenderHeight() const;
|
s32 GetRenderHeight() const;
|
||||||
s32 GetRenderWidthMask() const;
|
s32 GetRenderWidthMask() const;
|
||||||
s32 GetRenderHeightMask() const;
|
s32 GetRenderHeightMask() const;
|
||||||
u32 GetRenderWidthShift() const;
|
u32 GetRenderWidthShift() const;
|
||||||
|
|
||||||
void GetRenderSamplerCoordinates(const u8 wrapMode, s32 &iu, s32 &iv) const;
|
void GetRenderSamplerCoordinates(const u8 wrapMode, s32 &iu, s32 &iv) const;
|
||||||
|
|
||||||
void SetUseDeposterize(bool willDeposterize);
|
void SetUseDeposterize(bool willDeposterize);
|
||||||
void SetScalingFactor(size_t scalingFactor);
|
void SetScalingFactor(size_t scalingFactor);
|
||||||
};
|
};
|
||||||
|
|
||||||
template <bool RENDERER>
|
template <bool RENDERER>
|
||||||
class RasterizerUnit
|
class RasterizerUnit
|
||||||
|
@ -111,9 +115,14 @@ protected:
|
||||||
FORCEINLINE float _round_s(double val);
|
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 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 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<int TYPE> FORCEINLINE void _rot_verts();
|
||||||
template<bool ISFRONTFACING, int TYPE> void _sort_verts();
|
template<bool ISFRONTFACING, int TYPE> void _sort_verts();
|
||||||
|
@ -124,17 +133,17 @@ public:
|
||||||
void SetRenderer(SoftRasterizerRenderer *theRenderer);
|
void SetRenderer(SoftRasterizerRenderer *theRenderer);
|
||||||
template<bool SLI, bool USELINEHACK> FORCEINLINE void Render();
|
template<bool SLI, bool USELINEHACK> FORCEINLINE void Render();
|
||||||
};
|
};
|
||||||
|
|
||||||
#if defined(ENABLE_AVX2)
|
#if defined(ENABLE_AVX2)
|
||||||
class SoftRasterizerRenderer : public Render3D_AVX2
|
class SoftRasterizerRenderer : public Render3D_AVX2
|
||||||
#elif defined(ENABLE_SSE2)
|
#elif defined(ENABLE_SSE2)
|
||||||
class SoftRasterizerRenderer : public Render3D_SSE2
|
class SoftRasterizerRenderer : public Render3D_SSE2
|
||||||
#elif defined(ENABLE_ALTIVEC)
|
#elif defined(ENABLE_ALTIVEC)
|
||||||
class SoftRasterizerRenderer : public Render3D_Altivec
|
class SoftRasterizerRenderer : public Render3D_Altivec
|
||||||
#else
|
#else
|
||||||
class SoftRasterizerRenderer : public Render3D
|
class SoftRasterizerRenderer : public Render3D
|
||||||
#endif
|
#endif
|
||||||
{
|
{
|
||||||
protected:
|
protected:
|
||||||
Task *_task;
|
Task *_task;
|
||||||
SoftRasterizerClearParam _threadClearParam[SOFTRASTERIZER_MAX_THREADS];
|
SoftRasterizerClearParam _threadClearParam[SOFTRASTERIZER_MAX_THREADS];
|
||||||
|
@ -151,66 +160,66 @@ protected:
|
||||||
|
|
||||||
FragmentColor _clearColor6665;
|
FragmentColor _clearColor6665;
|
||||||
FragmentAttributes _clearAttributes;
|
FragmentAttributes _clearAttributes;
|
||||||
|
|
||||||
GFX3D_Clipper clipper;
|
GFX3D_Clipper clipper;
|
||||||
u8 fogTable[32768];
|
u8 fogTable[32768];
|
||||||
FragmentColor edgeMarkTable[8];
|
FragmentColor edgeMarkTable[8];
|
||||||
bool edgeMarkDisabled[8];
|
bool edgeMarkDisabled[8];
|
||||||
|
|
||||||
bool _renderGeometryNeedsFinish;
|
bool _renderGeometryNeedsFinish;
|
||||||
|
|
||||||
bool _enableHighPrecisionColorInterpolation;
|
bool _enableHighPrecisionColorInterpolation;
|
||||||
bool _enableLineHack;
|
bool _enableLineHack;
|
||||||
|
|
||||||
// SoftRasterizer-specific methods
|
// SoftRasterizer-specific methods
|
||||||
virtual Render3DError InitTables();
|
virtual Render3DError InitTables();
|
||||||
|
|
||||||
template<bool USEHIRESINTERPOLATE> size_t performClipping(const VERT *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
|
template<bool USEHIRESINTERPOLATE> size_t performClipping(const VERT *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
|
||||||
|
|
||||||
// Base rendering methods
|
// Base rendering methods
|
||||||
virtual Render3DError BeginRender(const GFX3D &engine);
|
virtual Render3DError BeginRender(const GFX3D &engine);
|
||||||
virtual Render3DError RenderGeometry(const GFX3D_State &renderState, const POLYLIST *polyList, const INDEXLIST *indexList);
|
virtual Render3DError RenderGeometry(const GFX3D_State &renderState, const POLYLIST *polyList, const INDEXLIST *indexList);
|
||||||
virtual Render3DError RenderEdgeMarking(const u16 *colorTable, const bool useAntialias);
|
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 RenderFog(const u8 *densityTable, const u32 color, const u32 offset, const u8 shift, const bool alphaOnly);
|
||||||
virtual Render3DError EndRender(const u64 frameCount);
|
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 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);
|
virtual Render3DError ClearUsingValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
int _debug_drawClippedUserPoly;
|
int _debug_drawClippedUserPoly;
|
||||||
size_t _clippedPolyCount;
|
size_t _clippedPolyCount;
|
||||||
FragmentColor toonColor32LUT[32];
|
FragmentColor toonColor32LUT[32];
|
||||||
GFX3D_Clipper::TClippedPoly *clippedPolys;
|
GFX3D_Clipper::TClippedPoly *clippedPolys;
|
||||||
FragmentAttributesBuffer *_framebufferAttributes;
|
FragmentAttributesBuffer *_framebufferAttributes;
|
||||||
bool polyVisible[POLYLIST_SIZE];
|
bool polyVisible[POLYLIST_SIZE];
|
||||||
bool polyBackfacing[POLYLIST_SIZE];
|
bool polyBackfacing[POLYLIST_SIZE];
|
||||||
GFX3D_State *currentRenderState;
|
GFX3D_State *currentRenderState;
|
||||||
|
|
||||||
bool _enableFragmentSamplingHack;
|
bool _enableFragmentSamplingHack;
|
||||||
|
|
||||||
SoftRasterizerRenderer();
|
SoftRasterizerRenderer();
|
||||||
virtual ~SoftRasterizerRenderer();
|
virtual ~SoftRasterizerRenderer();
|
||||||
|
|
||||||
void performViewportTransforms();
|
void performViewportTransforms();
|
||||||
void performBackfaceTests();
|
void performBackfaceTests();
|
||||||
void performCoordAdjustment();
|
void performCoordAdjustment();
|
||||||
void GetAndLoadAllTextures();
|
void GetAndLoadAllTextures();
|
||||||
Render3DError UpdateEdgeMarkColorTable(const u16 *edgeMarkColorTable);
|
Render3DError UpdateEdgeMarkColorTable(const u16 *edgeMarkColorTable);
|
||||||
Render3DError UpdateFogTable(const u8 *fogDensityTable);
|
Render3DError UpdateFogTable(const u8 *fogDensityTable);
|
||||||
Render3DError RenderEdgeMarkingAndFog(const SoftRasterizerPostProcessParams ¶m);
|
Render3DError RenderEdgeMarkingAndFog(const SoftRasterizerPostProcessParams ¶m);
|
||||||
|
|
||||||
SoftRasterizerTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
|
SoftRasterizerTexture* GetLoadedTextureFromPolygon(const POLY &thePoly, bool enableTexturing);
|
||||||
|
|
||||||
// Base rendering methods
|
// Base rendering methods
|
||||||
virtual Render3DError UpdateToonTable(const u16 *toonTableBuffer);
|
virtual Render3DError UpdateToonTable(const u16 *toonTableBuffer);
|
||||||
virtual Render3DError Reset();
|
virtual Render3DError Reset();
|
||||||
virtual Render3DError ApplyRenderingSettings(const GFX3D_State &renderState);
|
virtual Render3DError ApplyRenderingSettings(const GFX3D_State &renderState);
|
||||||
virtual Render3DError Render(const GFX3D &engine);
|
virtual Render3DError Render(const GFX3D &engine);
|
||||||
virtual Render3DError RenderFinish();
|
virtual Render3DError RenderFinish();
|
||||||
virtual Render3DError RenderFlush(bool willFlushBuffer32, bool willFlushBuffer16);
|
virtual Render3DError RenderFlush(bool willFlushBuffer32, bool willFlushBuffer16);
|
||||||
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
||||||
virtual Render3DError SetFramebufferSize(size_t w, size_t h);
|
virtual Render3DError SetFramebufferSize(size_t w, size_t h);
|
||||||
};
|
};
|
||||||
|
|
||||||
template <size_t SIMDBYTES>
|
template <size_t SIMDBYTES>
|
||||||
|
@ -255,12 +264,12 @@ protected:
|
||||||
public:
|
public:
|
||||||
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
||||||
};
|
};
|
||||||
|
|
||||||
#elif defined(ENABLE_SSE2)
|
#elif defined(ENABLE_SSE2)
|
||||||
class SoftRasterizerRenderer_SSE2 : public SoftRasterizer_SIMD<16>
|
class SoftRasterizerRenderer_SSE2 : public SoftRasterizer_SIMD<16>
|
||||||
{
|
{
|
||||||
protected:
|
protected:
|
||||||
virtual void LoadClearValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes);
|
virtual void LoadClearValues(const FragmentColor &clearColor6665, const FragmentAttributes &clearAttributes);
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
||||||
|
@ -274,8 +283,8 @@ protected:
|
||||||
|
|
||||||
public:
|
public:
|
||||||
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
virtual void ClearUsingValues_Execute(const size_t startPixel, const size_t endPixel);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#endif // _RASTERIZE_H_
|
#endif // _RASTERIZE_H_
|
||||||
|
|
Loading…
Reference in New Issue