517 lines
14 KiB
C++
517 lines
14 KiB
C++
// Copyright 2009 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Software/Rasterizer.h"
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#include <algorithm>
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#include <cstring>
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#include <vector>
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#include "Common/Assert.h"
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#include "Common/CommonTypes.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/NativeVertexFormat.h"
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#include "VideoBackends/Software/Tev.h"
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#include "VideoCommon/BPFunctions.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/PerfQueryBase.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace Rasterizer
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{
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static constexpr int BLOCK_SIZE = 2;
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struct SlopeContext
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{
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SlopeContext(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
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s32 x0_, s32 y0_, s32 x_off, s32 y_off)
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: x0(x0_), y0(y0_)
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{
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// adjust a little less than 0.5
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const float adjust = 0.495f;
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xOff = ((float)x0_ - (v0->screenPosition.x - x_off)) + adjust;
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yOff = ((float)y0_ - (v0->screenPosition.y - y_off)) + adjust;
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dx10 = v1->screenPosition.x - v0->screenPosition.x;
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dx20 = v2->screenPosition.x - v0->screenPosition.x;
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dy10 = v1->screenPosition.y - v0->screenPosition.y;
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dy20 = v2->screenPosition.y - v0->screenPosition.y;
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}
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s32 x0;
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s32 y0;
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float xOff;
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float yOff;
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float dx10;
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float dx20;
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float dy10;
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float dy20;
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};
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struct Slope
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{
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Slope() = default;
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Slope(float f0_, float f1, float f2, const SlopeContext& ctx) : f0(f0_)
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{
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float delta_20 = f2 - f0_;
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float delta_10 = f1 - f0_;
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// x2 - x0 y1 - y0 x1 - x0 y2 - y0
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float a = delta_20 * ctx.dy10 - delta_10 * ctx.dy20;
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float b = ctx.dx20 * delta_10 - ctx.dx10 * delta_20;
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float c = ctx.dx20 * ctx.dy10 - ctx.dx10 * ctx.dy20;
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dfdx = a / c;
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dfdy = b / c;
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x0 = ctx.x0;
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y0 = ctx.y0;
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xOff = ctx.xOff;
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yOff = ctx.yOff;
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}
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// These default values are used in the unlikely case that zfreeze is enabled when drawing the
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// first primitive.
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// TODO: This is just a guess!
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float dfdx = 0.0f;
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float dfdy = 0.0f;
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float f0 = 1.0f;
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// Both an s32 value and a float value are used to minimize rounding error
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// TODO: is this really needed?
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s32 x0 = 0;
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s32 y0 = 0;
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float xOff = 0.0f;
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float yOff = 0.0f;
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float GetValue(s32 x, s32 y) const
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{
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float dx = xOff + (float)(x - x0);
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float dy = yOff + (float)(y - y0);
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return f0 + (dfdx * dx) + (dfdy * dy);
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}
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};
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static Slope ZSlope;
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static Slope WSlope;
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static Slope ColorSlopes[2][4];
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static Slope TexSlopes[8][3];
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static Tev tev;
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static RasterBlock rasterBlock;
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static std::vector<BPFunctions::ScissorRect> scissors;
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void Init()
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{
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// The other slopes are set each for each primitive drawn, but zfreeze means that the z slope
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// needs to be set to an (untested) default value.
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ZSlope = Slope();
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}
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void ScissorChanged()
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{
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scissors = std::move(BPFunctions::ComputeScissorRects().m_result);
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}
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// Returns approximation of log2(f) in s28.4
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// results are close enough to use for LOD
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static s32 FixedLog2(float f)
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{
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u32 x;
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std::memcpy(&x, &f, sizeof(u32));
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s32 logInt = ((x & 0x7F800000) >> 19) - 2032; // integer part
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s32 logFract = (x & 0x007fffff) >> 19; // approximate fractional part
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return logInt + logFract;
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}
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static inline int iround(float x)
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{
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int t = (int)x;
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if ((x - t) >= 0.5)
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return t + 1;
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return t;
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}
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void SetTevKonstColors()
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{
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tev.SetKonstColors();
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}
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static void Draw(s32 x, s32 y, s32 xi, s32 yi)
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{
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INCSTAT(g_stats.this_frame.rasterized_pixels);
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s32 z = (s32)std::clamp<float>(ZSlope.GetValue(x, y), 0.0f, 16777215.0f);
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if (bpmem.GetEmulatedZ() == EmulatedZ::Early)
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{
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// TODO: Test if perf regs are incremented even if test is disabled
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT_ZCOMPLOC);
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if (bpmem.zmode.testenable)
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{
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// early z
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if (!EfbInterface::ZCompare(x, y, z))
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return;
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}
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT_ZCOMPLOC);
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}
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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tev.Position[0] = x;
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tev.Position[1] = y;
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tev.Position[2] = z;
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// colors
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for (int comp = 0; comp < 4; comp++)
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{
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u16 color = (u16)ColorSlopes[i][comp].GetValue(x, y);
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// clamp color value to 0
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u16 mask = ~(color >> 8);
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tev.Color[i][comp] = color & mask;
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}
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}
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// tex coords
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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// multiply by 128 because TEV stores UVs as s17.7
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tev.Uv[i].s = (s32)(pixel.Uv[i][0] * 128);
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tev.Uv[i].t = (s32)(pixel.Uv[i][1] * 128);
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}
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++)
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{
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tev.IndirectLod[i] = rasterBlock.IndirectLod[i];
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tev.IndirectLinear[i] = rasterBlock.IndirectLinear[i];
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}
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for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++)
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{
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tev.TextureLod[i] = rasterBlock.TextureLod[i];
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tev.TextureLinear[i] = rasterBlock.TextureLinear[i];
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}
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tev.Draw();
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}
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static inline void CalculateLOD(s32* lodp, bool* linear, u32 texmap, u32 texcoord)
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{
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auto texUnit = bpmem.tex.GetUnit(texmap);
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// LOD calculation requires data from the texture mode for bias, etc.
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// it does not seem to use the actual texture size
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const TexMode0& tm0 = texUnit.texMode0;
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const TexMode1& tm1 = texUnit.texMode1;
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float sDelta, tDelta;
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float* uv00 = rasterBlock.Pixel[0][0].Uv[texcoord];
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float* uv10 = rasterBlock.Pixel[1][0].Uv[texcoord];
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float* uv01 = rasterBlock.Pixel[0][1].Uv[texcoord];
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float dudx = fabsf(uv00[0] - uv10[0]);
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float dvdx = fabsf(uv00[1] - uv10[1]);
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float dudy = fabsf(uv00[0] - uv01[0]);
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float dvdy = fabsf(uv00[1] - uv01[1]);
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if (tm0.diag_lod == LODType::Diagonal)
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{
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sDelta = dudx + dudy;
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tDelta = dvdx + dvdy;
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}
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else
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{
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sDelta = std::max(dudx, dudy);
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tDelta = std::max(dvdx, dvdy);
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}
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// get LOD in s28.4
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s32 lod = FixedLog2(std::max(sDelta, tDelta));
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// bias is s2.5
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int bias = tm0.lod_bias;
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bias >>= 1;
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lod += bias;
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*linear = ((lod > 0 && tm0.min_filter == FilterMode::Linear) ||
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(lod <= 0 && tm0.mag_filter == FilterMode::Linear));
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// NOTE: The order of comparisons for this clamp check matters.
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if (lod > static_cast<s32>(tm1.max_lod))
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lod = static_cast<s32>(tm1.max_lod);
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else if (lod < static_cast<s32>(tm1.min_lod))
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lod = static_cast<s32>(tm1.min_lod);
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*lodp = lod;
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}
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static void BuildBlock(s32 blockX, s32 blockY)
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{
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for (s32 yi = 0; yi < BLOCK_SIZE; yi++)
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{
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for (s32 xi = 0; xi < BLOCK_SIZE; xi++)
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{
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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s32 x = xi + blockX;
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s32 y = yi + blockY;
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float invW = 1.0f / WSlope.GetValue(x, y);
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pixel.InvW = invW;
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// tex coords
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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float projection = invW;
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float q = TexSlopes[i][2].GetValue(x, y) * invW;
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if (q != 0.0f)
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projection = invW / q;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection;
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}
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}
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}
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for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++)
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{
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u32 texmap = bpmem.tevindref.getTexMap(i);
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u32 texcoord = bpmem.tevindref.getTexCoord(i);
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CalculateLOD(&rasterBlock.IndirectLod[i], &rasterBlock.IndirectLinear[i], texmap, texcoord);
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}
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for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++)
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{
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int stageOdd = i & 1;
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const TwoTevStageOrders& order = bpmem.tevorders[i >> 1];
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if (order.getEnable(stageOdd))
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{
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u32 texmap = order.getTexMap(stageOdd);
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u32 texcoord = order.getTexCoord(stageOdd);
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CalculateLOD(&rasterBlock.TextureLod[i], &rasterBlock.TextureLinear[i], texmap, texcoord);
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}
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}
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}
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void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2, s32 x_off, s32 y_off)
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{
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if (!bpmem.genMode.zfreeze)
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{
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const s32 X1 = iround(16.0f * (v0->screenPosition.x - x_off)) - 9;
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const s32 Y1 = iround(16.0f * (v0->screenPosition.y - y_off)) - 9;
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const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4, x_off, y_off);
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ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx);
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}
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}
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static void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2,
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const BPFunctions::ScissorRect& scissor)
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{
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// The zslope should be updated now, even if the triangle is rejected by the scissor test, as
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// zfreeze depends on it
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UpdateZSlope(v0, v1, v2, scissor.x_off, scissor.y_off);
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// adapted from http://devmaster.net/posts/6145/advanced-rasterization
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// 28.4 fixed-point coordinates. rounded to nearest and adjusted to match hardware output
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// could also take floor and adjust -8
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const s32 Y1 = iround(16.0f * (v0->screenPosition.y - scissor.y_off)) - 9;
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const s32 Y2 = iround(16.0f * (v1->screenPosition.y - scissor.y_off)) - 9;
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const s32 Y3 = iround(16.0f * (v2->screenPosition.y - scissor.y_off)) - 9;
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const s32 X1 = iround(16.0f * (v0->screenPosition.x - scissor.x_off)) - 9;
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const s32 X2 = iround(16.0f * (v1->screenPosition.x - scissor.x_off)) - 9;
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const s32 X3 = iround(16.0f * (v2->screenPosition.x - scissor.x_off)) - 9;
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// Deltas
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const s32 DX12 = X1 - X2;
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const s32 DX23 = X2 - X3;
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const s32 DX31 = X3 - X1;
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const s32 DY12 = Y1 - Y2;
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const s32 DY23 = Y2 - Y3;
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const s32 DY31 = Y3 - Y1;
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// Fixed-point deltas
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const s32 FDX12 = DX12 * 16;
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const s32 FDX23 = DX23 * 16;
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const s32 FDX31 = DX31 * 16;
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const s32 FDY12 = DY12 * 16;
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const s32 FDY23 = DY23 * 16;
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const s32 FDY31 = DY31 * 16;
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// Bounding rectangle
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s32 minx = (std::min(std::min(X1, X2), X3) + 0xF) >> 4;
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s32 maxx = (std::max(std::max(X1, X2), X3) + 0xF) >> 4;
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s32 miny = (std::min(std::min(Y1, Y2), Y3) + 0xF) >> 4;
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s32 maxy = (std::max(std::max(Y1, Y2), Y3) + 0xF) >> 4;
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// scissor
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ASSERT(scissor.rect.left >= 0);
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ASSERT(scissor.rect.right <= static_cast<int>(EFB_WIDTH));
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ASSERT(scissor.rect.top >= 0);
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ASSERT(scissor.rect.bottom <= static_cast<int>(EFB_HEIGHT));
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minx = std::max(minx, scissor.rect.left);
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maxx = std::min(maxx, scissor.rect.right);
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miny = std::max(miny, scissor.rect.top);
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maxy = std::min(maxy, scissor.rect.bottom);
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if (minx >= maxx || miny >= maxy)
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return;
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// Set up the remaining slopes
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const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4, scissor.x_off,
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scissor.y_off);
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float w[3] = {1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w,
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1.0f / v2->projectedPosition.w};
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WSlope = Slope(w[0], w[1], w[2], ctx);
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for (int comp = 0; comp < 4; comp++)
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ColorSlopes[i][comp] = Slope(v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], ctx);
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}
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for (int comp = 0; comp < 3; comp++)
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{
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TexSlopes[i][comp] = Slope(v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
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v2->texCoords[i][comp] * w[2], ctx);
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}
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}
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// Half-edge constants
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s32 C1 = DY12 * X1 - DX12 * Y1;
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s32 C2 = DY23 * X2 - DX23 * Y2;
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s32 C3 = DY31 * X3 - DX31 * Y3;
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// Correct for fill convention
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if (DY12 < 0 || (DY12 == 0 && DX12 > 0))
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C1++;
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if (DY23 < 0 || (DY23 == 0 && DX23 > 0))
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C2++;
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if (DY31 < 0 || (DY31 == 0 && DX31 > 0))
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C3++;
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// Start in corner of 2x2 block
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s32 block_minx = minx & ~(BLOCK_SIZE - 1);
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s32 block_miny = miny & ~(BLOCK_SIZE - 1);
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// Loop through blocks
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for (s32 y = block_miny & ~(BLOCK_SIZE - 1); y < maxy; y += BLOCK_SIZE)
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{
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for (s32 x = block_minx; x < maxx; x += BLOCK_SIZE)
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{
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s32 x1_ = (x + BLOCK_SIZE - 1);
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s32 y1_ = (y + BLOCK_SIZE - 1);
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// Corners of block
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s32 x0 = x << 4;
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s32 x1 = x1_ << 4;
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s32 y0 = y << 4;
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s32 y1 = y1_ << 4;
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// Evaluate half-space functions
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bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
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bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
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bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
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bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
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int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
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bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
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bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
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bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
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bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
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int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
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bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
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bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
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bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
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bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
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int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
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// Skip block when outside an edge
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if (a == 0x0 || b == 0x0 || c == 0x0)
|
|
continue;
|
|
|
|
BuildBlock(x, y);
|
|
|
|
// Accept whole block when totally covered
|
|
// We still need to check min/max x/y because of the scissor
|
|
if (a == 0xF && b == 0xF && c == 0xF && x >= minx && x1_ < maxx && y >= miny && y1_ < maxy)
|
|
{
|
|
for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
|
|
{
|
|
for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
|
|
{
|
|
Draw(x + ix, y + iy, ix, iy);
|
|
}
|
|
}
|
|
}
|
|
else // Partially covered block
|
|
{
|
|
s32 CY1 = C1 + DX12 * y0 - DY12 * x0;
|
|
s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
|
|
s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
|
|
|
|
for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
|
|
{
|
|
s32 CX1 = CY1;
|
|
s32 CX2 = CY2;
|
|
s32 CX3 = CY3;
|
|
|
|
for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
|
|
{
|
|
if (CX1 > 0 && CX2 > 0 && CX3 > 0)
|
|
{
|
|
// This check enforces the scissor rectangle, since it might not be aligned with the
|
|
// blocks
|
|
if (x + ix >= minx && x + ix < maxx && y + iy >= miny && y + iy < maxy)
|
|
Draw(x + ix, y + iy, ix, iy);
|
|
}
|
|
|
|
CX1 -= FDY12;
|
|
CX2 -= FDY23;
|
|
CX3 -= FDY31;
|
|
}
|
|
|
|
CY1 += FDX12;
|
|
CY2 += FDX23;
|
|
CY3 += FDX31;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
|
|
const OutputVertexData* v2)
|
|
{
|
|
INCSTAT(g_stats.this_frame.num_triangles_drawn);
|
|
|
|
for (const auto& scissor : scissors)
|
|
DrawTriangleFrontFace(v0, v1, v2, scissor);
|
|
}
|
|
} // namespace Rasterizer
|