Software: Store offset in Slope

This is needed since we need a separate offset for zfreeze to work correctly.  It also makes the code a bit less jank.
This commit is contained in:
Pokechu22 2021-11-30 22:33:31 -08:00
parent 3a742e99bb
commit 164e0f742d
2 changed files with 91 additions and 71 deletions

View File

@ -20,16 +20,82 @@ namespace Rasterizer
{
static constexpr int BLOCK_SIZE = 2;
struct SlopeContext
{
SlopeContext(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
s32 x0, s32 y0)
: x0(x0), y0(y0)
{
// adjust a little less than 0.5
const float adjust = 0.495f;
xOff = ((float)x0 - v0->screenPosition.x) + adjust;
yOff = ((float)y0 - v0->screenPosition.y) + adjust;
dx10 = v1->screenPosition.x - v0->screenPosition.x;
dx20 = v2->screenPosition.x - v0->screenPosition.x;
dy10 = v1->screenPosition.y - v0->screenPosition.y;
dy20 = v2->screenPosition.y - v0->screenPosition.y;
}
s32 x0;
s32 y0;
float xOff;
float yOff;
float dx10;
float dx20;
float dy10;
float dy20;
};
struct Slope
{
Slope() = default;
Slope(float f0, float f1, float f2, const SlopeContext& ctx) : f0(f0)
{
float delta_20 = f2 - f0;
float delta_10 = f1 - f0;
// x2 - x0 y1 - y0 x1 - x0 y2 - y0
float a = delta_20 * ctx.dy10 - delta_10 * ctx.dy20;
float b = ctx.dx20 * delta_10 - ctx.dx10 * delta_20;
float c = ctx.dx20 * ctx.dy10 - ctx.dx10 * ctx.dy20;
dfdx = a / c;
dfdy = b / c;
x0 = ctx.x0;
y0 = ctx.y0;
xOff = ctx.xOff;
yOff = ctx.yOff;
}
// These default values are used in the unlikely case that zfreeze is enabled when drawing the
// first primitive.
// TODO: This is just a guess!
float dfdx = 0.0f;
float dfdy = 0.0f;
float f0 = 1.0f;
// Both an s32 value and a float value are used to minimize rounding error
// TODO: is this really needed?
s32 x0 = 0;
s32 y0 = 0;
float xOff = 0.0f;
float yOff = 0.0f;
float GetValue(s32 x, s32 y) const
{
float dx = xOff + (float)(x - x0);
float dy = yOff + (float)(y - y0);
return f0 + (dfdx * dx) + (dfdy * dy);
}
};
static Slope ZSlope;
static Slope WSlope;
static Slope ColorSlopes[2][4];
static Slope TexSlopes[8][3];
static s32 vertex0X;
static s32 vertex0Y;
static float vertexOffsetX;
static float vertexOffsetY;
static Tev tev;
static RasterBlock rasterBlock;
@ -37,11 +103,9 @@ void Init()
{
tev.Init();
// Set initial z reference plane in the unlikely case that zfreeze is enabled when drawing the
// first primitive.
// TODO: This is just a guess!
ZSlope.dfdx = ZSlope.dfdy = 0.f;
ZSlope.f0 = 1.f;
// The other slopes are set each for each primitive drawn, but zfreeze means that the z slope
// needs to be set to an (untested) default value.
ZSlope = Slope();
}
// Returns approximation of log2(f) in s28.4
@ -75,10 +139,7 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
{
INCSTAT(g_stats.this_frame.rasterized_pixels);
float dx = vertexOffsetX + (float)(x - vertex0X);
float dy = vertexOffsetY + (float)(y - vertex0Y);
s32 z = (s32)std::clamp<float>(ZSlope.GetValue(dx, dy), 0.0f, 16777215.0f);
s32 z = (s32)std::clamp<float>(ZSlope.GetValue(x, y), 0.0f, 16777215.0f);
if (bpmem.UseEarlyDepthTest())
{
@ -104,7 +165,7 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
{
for (int comp = 0; comp < 4; comp++)
{
u16 color = (u16)ColorSlopes[i][comp].GetValue(dx, dy);
u16 color = (u16)ColorSlopes[i][comp].GetValue(x, y);
// clamp color value to 0
u16 mask = ~(color >> 8);
@ -136,31 +197,6 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
tev.Draw();
}
static void InitTriangle(float X1, float Y1, s32 xi, s32 yi)
{
vertex0X = xi;
vertex0Y = yi;
// adjust a little less than 0.5
const float adjust = 0.495f;
vertexOffsetX = ((float)xi - X1) + adjust;
vertexOffsetY = ((float)yi - Y1) + adjust;
}
static void InitSlope(Slope* slope, float f1, float f2, float f3, float DX31, float DX12,
float DY12, float DY31)
{
float DF31 = f3 - f1;
float DF21 = f2 - f1;
float a = DF31 * -DY12 - DF21 * DY31;
float b = DX31 * DF21 + DX12 * DF31;
float c = -DX12 * DY31 - DX31 * -DY12;
slope->dfdx = -a / c;
slope->dfdy = -b / c;
slope->f0 = f1;
}
static inline void CalculateLOD(s32* lodp, bool* linear, u32 texmap, u32 texcoord)
{
auto texUnit = bpmem.tex.GetUnit(texmap);
@ -220,22 +256,22 @@ static void BuildBlock(s32 blockX, s32 blockY)
{
RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
float dx = vertexOffsetX + (float)(xi + blockX - vertex0X);
float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y);
s32 x = xi + blockX;
s32 y = yi + blockY;
float invW = 1.0f / WSlope.GetValue(dx, dy);
float invW = 1.0f / WSlope.GetValue(x, y);
pixel.InvW = invW;
// tex coords
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
{
float projection = invW;
float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
float q = TexSlopes[i][2].GetValue(x, y) * invW;
if (q != 0.0f)
projection = invW / q;
pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection;
pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection;
}
}
}
@ -334,19 +370,12 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
if (minx >= maxx || miny >= maxy)
return;
// Setup slopes
float fltx1 = v0->screenPosition.x;
float flty1 = v0->screenPosition.y;
float fltdx31 = v2->screenPosition.x - fltx1;
float fltdx12 = fltx1 - v1->screenPosition.x;
float fltdy12 = flty1 - v1->screenPosition.y;
float fltdy31 = v2->screenPosition.y - flty1;
InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
// Set up slopes
const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
float w[3] = {1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w,
1.0f / v2->projectedPosition.w};
InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31);
WSlope = Slope(w[0], w[1], w[2], ctx);
// TODO: The zfreeze emulation is not quite correct, yet!
// Many things might prevent us from reaching this line (culling, clipping, scissoring).
@ -355,21 +384,21 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
// We're currently sloppy at this since we abort early if any of the culling/clipping/scissoring
// tests fail.
if (!bpmem.genMode.zfreeze)
InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31,
fltdx12, fltdy12, fltdy31);
ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx);
for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
{
for (int comp = 0; comp < 4; comp++)
InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp],
fltdx31, fltdx12, fltdy12, fltdy31);
ColorSlopes[i][comp] = Slope(v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], ctx);
}
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
{
for (int comp = 0; comp < 3; comp++)
InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
{
TexSlopes[i][comp] = Slope(v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
v2->texCoords[i][comp] * w[2], ctx);
}
}
// Half-edge constants

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@ -16,15 +16,6 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
void SetTevReg(int reg, int comp, s16 color);
struct Slope
{
float dfdx;
float dfdy;
float f0;
float GetValue(float dx, float dy) const { return f0 + (dfdx * dx) + (dfdy * dy); }
};
struct RasterBlockPixel
{
float InvW;