rasterize: speedups
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5e90f6ae10
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@ -29,6 +29,7 @@
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#include "Rasterize.h"
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#include <algorithm>
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#include <assert.h>
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#include "bits.h"
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#include "common.h"
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@ -43,6 +44,8 @@ using std::max;
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template<typename T> T min(T a, T b, T c) { return min(min(a,b),c); }
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template<typename T> T max(T a, T b, T c) { return max(max(a,b),c); }
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static u8 modulate_table[32][32];
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struct Fragment
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{
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union Color {
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@ -75,62 +78,47 @@ void SubmitVertex(VERT* rawvert)
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static Fragment screen[256*192];
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//http://www.devmaster.net/forums/showthread.php?t=1884
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#if defined(_MSC_VER)
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inline int iround(float x)
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{
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int t;
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__asm
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{
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fld x
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fistp t
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}
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return t;
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}
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#else
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int iround(float f) {
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FORCEINLINE int iround(float f) {
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return (int)f; //lol
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}
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#endif
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static struct
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{
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int width, height;
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int wmask, hmask;
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int wrap;
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int wshift;
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void setup(u32 format)
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{
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width=(8 << ((format>>20)&0x07));
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wshift = ((format>>20)&0x07) + 3;
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width=(1 << wshift);
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height=(8 << ((format>>23)&0x07));
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wmask = width-1;
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hmask = height-1;
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wrap = (format>>16)&0xF;
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}
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void clamp(int &val, int size, int sizemask){
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FORCEINLINE void clamp(int &val, int size, int sizemask){
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if(val<0) val = 0;
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if(val>sizemask) val = sizemask;
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}
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void hclamp(int &val) { clamp(val,width,wmask); }
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void vclamp(int &val) { clamp(val,height,hmask); }
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FORCEINLINE void hclamp(int &val) { clamp(val,width,wmask); }
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FORCEINLINE void vclamp(int &val) { clamp(val,height,hmask); }
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void repeat(int &val, int size, int sizemask) {
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FORCEINLINE void repeat(int &val, int size, int sizemask) {
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val &= sizemask;
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}
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void hrepeat(int &val) { repeat(val,width,wmask); }
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void vrepeat(int &val) { repeat(val,height,hmask); }
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FORCEINLINE void hrepeat(int &val) { repeat(val,width,wmask); }
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FORCEINLINE void vrepeat(int &val) { repeat(val,height,hmask); }
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void flip(int &val, int size, int sizemask) {
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FORCEINLINE void flip(int &val, int size, int sizemask) {
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val &= ((size<<1)-1);
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if(val>=size) val = (size<<1)-val-1;
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}
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void hflip(int &val) { flip(val,width,wmask); }
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void vflip(int &val) { flip(val,height,hmask); }
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FORCEINLINE void hflip(int &val) { flip(val,width,wmask); }
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FORCEINLINE void vflip(int &val) { flip(val,height,hmask); }
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void dowrap(int& iu, int& iv)
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FORCEINLINE void dowrap(int& iu, int& iv)
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{
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switch(wrap) {
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//flip none
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@ -163,7 +151,7 @@ static struct
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dowrap(iu,iv);
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Fragment::Color color;
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u32 col32 = ((u32*)TexCache_texMAP)[iv*width+iu];
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u32 col32 = ((u32*)TexCache_texMAP)[(iv<<wshift)+iu];
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//todo - teach texcache how to provide these already in 5555
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col32 >>= 3;
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col32 &= 0x1F1F1F1F;
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@ -195,10 +183,12 @@ struct Shader
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u = invu/invw;
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v = invv/invw;
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texColor = sampler.sample(u,v);
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dst.color.components.r = ((texColor.components.r+1) * (materialColor.components.r+1)-1)>>5;
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dst.color.components.g = ((texColor.components.g+1) * (materialColor.components.g+1)-1)>>5;
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dst.color.components.b = ((texColor.components.b+1) * (materialColor.components.b+1)-1)>>5;
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dst.color.components.a = ((texColor.components.a+1) * (materialColor.components.a+1)-1)>>5;
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assert(texColor.components.r<32); assert(texColor.components.g<32); assert(texColor.components.b<32);assert(texColor.components.a<32);
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assert(materialColor.components.r<32); assert(materialColor.components.g<32); assert(materialColor.components.b<32);assert(materialColor.components.a<32);
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dst.color.components.r = modulate_table[texColor.components.r][materialColor.components.r];
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dst.color.components.g = modulate_table[texColor.components.g][materialColor.components.g];
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dst.color.components.b = modulate_table[texColor.components.b][materialColor.components.b];
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dst.color.components.a = modulate_table[texColor.components.a][materialColor.components.a];
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break;
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case 1: //decal
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case 2:
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@ -443,6 +433,10 @@ void triangle_from_devmaster()
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static char Init(void)
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{
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for(int i=0;i<32;i++)
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for(int j=0;j<32;j++)
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modulate_table[i][j] = ((i+1)*(j+1)-1)>>5;
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return 1;
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}
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@ -497,9 +491,12 @@ static void Render()
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vert.coord[1] = (vert.coord[1]+vert.coord[3])*192 / (2*vert.coord[3]) + 0;
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}
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//a counter for how many polys got culled
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int culled = 0;
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//iterate over gfx3d.polylist and gfx3d.vertlist
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u32 lastTextureFormat = 0, lastTexturePalette = 0, lastPolyAttr = 0;
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//iterate over polys
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for(int i=0;i<gfx3d.polylist->count;i++)
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{
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POLY *poly = &gfx3d.polylist->list[gfx3d.indexlist[i]];
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@ -531,8 +528,15 @@ static void Render()
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continue;
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}
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TexCache_SetTexture(poly->texParam,poly->texPalette);
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sampler.setup(poly->texParam);
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if(i==0 || lastTextureFormat != poly->texParam || lastTexturePalette != poly->texPalette || lastPolyAttr != poly->polyAttr)
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{
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TexCache_SetTexture(poly->texParam,poly->texPalette);
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sampler.setup(poly->texParam);
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lastTextureFormat = poly->texParam;
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lastTexturePalette = poly->texPalette;
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lastPolyAttr = poly->polyAttr;
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}
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//note that when we build our triangle vert lists, we reorder them for our renderer.
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//we should probably fix the renderer so we dont have to do this;
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@ -562,7 +566,7 @@ static void Render()
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}
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printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
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//printf("rendered %d of %d polys after backface culling\n",gfx3d.polylist->count-culled,gfx3d.polylist->count);
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}
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