rasterize: speedups

This commit is contained in:
zeromus 2009-02-03 08:17:43 +00:00
parent 5e90f6ae10
commit a0cade405f
1 changed files with 42 additions and 38 deletions

View File

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