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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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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FragmentColor srcColor;
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FragmentColor newDstColor32;
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FragmentColor shaderOutput;
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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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//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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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(b))),
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polyAttr.Alpha);
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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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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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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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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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// 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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//these are the starting values, taken from the left edge
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float invw = pLeft->invw.curr;
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float u = pLeft->u.curr;
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float v = pLeft->v.curr;
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float z = pLeft->z.curr;
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CACHE_ALIGN float coord[4] = {
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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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};
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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[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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float invWidth = 1.0f / 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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float dv_dx = (pRight->v.curr - v) * invWidth;
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float dz_dx = (pRight->z.curr - z) * invWidth;
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float dc_dx[3] = {
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const float invWidth = 1.0f / (float)width;
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const CACHE_ALIGN float coord_dx[4] = {
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(pRight->u.curr - coord[0]) * invWidth,
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(pRight->v.curr - coord[1]) * invWidth,
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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[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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@ -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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return;
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}
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invw += dinvw_dx * -x;
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u += du_dx * -x;
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v += dv_dx * -x;
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z += dz_dx * -x;
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color[0] += dc_dx[0] * -x;
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color[1] += dc_dx[1] * -x;
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color[2] += dc_dx[2] * -x;
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const float negativeX = (float)-x;
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coord[0] += coord_dx[0] * negativeX;
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coord[1] += coord_dx[1] * negativeX;
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coord[2] += coord_dx[2] * negativeX;
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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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width -= -x;
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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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{
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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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x++;
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invw += dinvw_dx;
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u += du_dx;
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v += dv_dx;
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z += dz_dx;
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color[0] += dc_dx[0];
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color[1] += dc_dx[1];
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color[2] += dc_dx[2];
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coord[0] += coord_dx[0];
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coord[1] += coord_dx[1];
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coord[2] += coord_dx[2];
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coord[3] += coord_dx[3];
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color[0] += color_dx[0];
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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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#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);
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//our dx values are taken from the steps up until the right edge
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const __m128 invWidth = _mm_set1_ps(1.0f / (float)width);
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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);
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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);
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size_t adr = (pLeft->Y*framebufferWidth)+XStart;
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//CONSIDER: in case some other math is wrong (shouldve been clipped OK), we might go out of bounds here.
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//better check the Y value.
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if (RENDERER && (pLeft->Y < 0 || pLeft->Y > (framebufferHeight - 1)))
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{
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printf("rasterizer rendering at y=%d! oops!\n",pLeft->Y);
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return;
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}
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if (!RENDERER && (pLeft->Y < 0 || pLeft->Y >= framebufferHeight))
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{
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printf("rasterizer rendering at y=%d! oops!\n",pLeft->Y);
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return;
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}
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int x = XStart;
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if (x < 0)
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{
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if (RENDERER && !USELINEHACK)
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{
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printf("rasterizer rendering at x=%d! oops!\n",x);
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return;
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}
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const __m128 negativeX = _mm_cvtepi32_ps(_mm_set1_epi32(-x));
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coord = _mm_add_ps(coord, _mm_mul_ps(coord_dx, negativeX));
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color = _mm_add_ps(color, _mm_mul_ps(color_dx, negativeX));
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adr += -x;
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width -= -x;
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x = 0;
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}
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if (x+width > framebufferWidth)
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{
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if (RENDERER && !USELINEHACK && framebufferWidth == GPU_FRAMEBUFFER_NATIVE_WIDTH)
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{
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printf("rasterizer rendering at x=%d! oops!\n",x+width-1);
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return;
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}
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width = framebufferWidth - x;
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}
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CACHE_ALIGN float coord_s[4];
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while (width-- > 0)
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{
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_mm_store_ps(coord_s, coord);
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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]);
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adr++;
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x++;
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coord = _mm_add_ps(coord, coord_dx);
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color = _mm_add_ps(color, color_dx);
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}
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}
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#endif // ENABLE_SSE2
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//runs several scanlines, until an edge is finished
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template<bool RENDERER> template<bool SLI, bool ISFRONTFACING, bool ISSHADOWPOLYGON, bool USELINEHACK, bool ISHORIZONTAL>
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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)
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||||
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)
|
||||
|
|
|
@ -21,6 +21,10 @@
|
|||
#include "render3D.h"
|
||||
#include "gfx3d.h"
|
||||
|
||||
#ifdef ENABLE_SSE2
|
||||
#include <emmintrin.h>
|
||||
#endif
|
||||
|
||||
#define SOFTRASTERIZER_MAX_THREADS 32
|
||||
|
||||
extern GPU3DInterface gpu3DRasterize;
|
||||
|
@ -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();
|
||||
|
|
Loading…
Reference in New Issue