Software: Fix zfreeze with CullMode::All

This commit is contained in:
Pokechu22 2021-11-29 17:51:02 -08:00
parent 164e0f742d
commit 59f299d5d6
7 changed files with 78 additions and 41 deletions

View File

@ -289,10 +289,42 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat
{
INCSTAT(g_stats.this_frame.num_triangles_in)
bool backface;
if (!CullTest(v0, v1, v2, backface))
if (IsTriviallyRejected(v0, v1, v2))
{
INCSTAT(g_stats.this_frame.num_triangles_rejected)
// NOTE: The slope used by zfreeze shouldn't be updated if the triangle is
// trivially rejected during clipping
return;
}
bool backface = IsBackface(v0, v1, v2);
if (!backface)
{
if (bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All)
{
// cull frontfacing - we still need to update the slope for zfreeze
PerspectiveDivide(v0);
PerspectiveDivide(v1);
PerspectiveDivide(v2);
Rasterizer::UpdateZSlope(v0, v1, v2);
INCSTAT(g_stats.this_frame.num_triangles_culled)
return;
}
}
else
{
if (bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All)
{
// cull backfacing - we still need to update the slope for zfreeze
PerspectiveDivide(v0);
PerspectiveDivide(v2);
PerspectiveDivide(v1);
Rasterizer::UpdateZSlope(v0, v2, v1);
INCSTAT(g_stats.this_frame.num_triangles_culled)
return;
}
}
int indices[NUM_INDICES] = {0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
@ -461,19 +493,18 @@ void ProcessPoint(OutputVertexData* center)
Rasterizer::DrawTriangleFrontFace(&ur, &lr, &ul);
}
bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
bool& backface)
bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
const OutputVertexData* v2)
{
int mask = CalcClipMask(v0);
mask &= CalcClipMask(v1);
mask &= CalcClipMask(v2);
if (mask)
{
INCSTAT(g_stats.this_frame.num_triangles_rejected)
return false;
}
return mask != 0;
}
bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2)
{
float x0 = v0->projectedPosition.x;
float x1 = v1->projectedPosition.x;
float x2 = v2->projectedPosition.x;
@ -486,29 +517,14 @@ bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const Outp
float normalZDir = (x0 * w2 - x2 * w0) * y1 + (x2 * y0 - x0 * y2) * w1 + (y2 * w0 - y0 * w2) * x1;
backface = normalZDir <= 0.0f;
bool backface = normalZDir <= 0.0f;
// Jimmie Johnson's Anything with an Engine has a positive viewport, while other games have a
// negative viewport. The positive viewport does not require vertices to be vertically mirrored,
// but the backface test does need to be inverted for things to be drawn.
if (xfmem.viewport.ht > 0)
backface = !backface;
// TODO: Are these tests / the definition of backface above backwards?
if ((bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All) &&
!backface) // cull frontfacing
{
INCSTAT(g_stats.this_frame.num_triangles_culled)
return false;
}
if ((bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All) &&
backface) // cull backfacing
{
INCSTAT(g_stats.this_frame.num_triangles_culled)
return false;
}
return true;
return backface;
}
void PerspectiveDivide(OutputVertexData* vertex)

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@ -15,8 +15,10 @@ void ProcessLine(OutputVertexData* v0, OutputVertexData* v1);
void ProcessPoint(OutputVertexData* v);
bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
bool& backface);
bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
const OutputVertexData* v2);
bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2);
void PerspectiveDivide(OutputVertexData* vertex);
} // namespace Clipper

View File

@ -301,11 +301,27 @@ static void BuildBlock(s32 blockX, s32 blockY)
}
}
void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1,
const OutputVertexData* v2)
{
if (!bpmem.genMode.zfreeze)
{
const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9;
const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9;
const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx);
}
}
void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
const OutputVertexData* v2)
{
INCSTAT(g_stats.this_frame.num_triangles_drawn);
// The zslope should be updated now, even if the triangle is rejected by the scissor test, as
// zfreeze depends on it
UpdateZSlope(v0, v1, v2);
// adapted from http://devmaster.net/posts/6145/advanced-rasterization
// 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
@ -370,22 +386,13 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
if (minx >= maxx || miny >= maxy)
return;
// Set up slopes
// Set up the remaining 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};
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).
// However, the zslope is always guaranteed to be calculated unless all vertices are trivially
// rejected during clipping!
// We're currently sloppy at this since we abort early if any of the culling/clipping/scissoring
// tests fail.
if (!bpmem.genMode.zfreeze)
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++)

View File

@ -11,6 +11,8 @@ namespace Rasterizer
{
void Init();
void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1,
const OutputVertexData* v2);
void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
const OutputVertexData* v2);

View File

@ -32,6 +32,13 @@ SWVertexLoader::SWVertexLoader() = default;
SWVertexLoader::~SWVertexLoader() = default;
DataReader SWVertexLoader::PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count,
u32 stride, bool cullall)
{
// The software renderer needs cullall to be false for zfreeze to work
return VertexManagerBase::PrepareForAdditionalData(primitive, count, stride, false);
}
void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
DebugUtil::OnObjectBegin();

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@ -19,6 +19,9 @@ public:
SWVertexLoader();
~SWVertexLoader();
DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count, u32 stride,
bool cullall) override;
protected:
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;

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@ -99,8 +99,8 @@ public:
PrimitiveType GetCurrentPrimitiveType() const { return m_current_primitive_type; }
void AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices);
DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count, u32 stride,
bool cullall);
virtual DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count,
u32 stride, bool cullall);
void FlushData(u32 count, u32 stride);
void Flush();