GPU/HW: Slight refactor to vertex culling

This commit is contained in:
Connor McLaughlin 2020-04-15 23:50:14 +10:00
parent c694b78dc0
commit 86df077ffe
2 changed files with 63 additions and 46 deletions

View File

@ -152,6 +152,15 @@ struct Rectangle
bottom = std::max(bottom, rhs.bottom);
}
/// Expands the bounds of the rectangle to contain another rectangle.
constexpr void Include(T other_left, T other_right, T other_top, T other_bottom)
{
left = std::min(left, other_left);
right = std::max(right, other_right);
top = std::min(top, other_top);
bottom = std::max(bottom, other_bottom);
}
/// Clamps the rectangle to the specified coordinates.
constexpr void Clamp(T x1, T y1, T x2, T y2)
{

View File

@ -176,11 +176,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
{
const u32 texpage = ZeroExtend32(m_draw_mode.mode_reg.bits) | (ZeroExtend32(m_draw_mode.palette_reg) << 16);
s32 min_x = std::numeric_limits<s32>::max();
s32 max_x = std::numeric_limits<s32>::min();
s32 min_y = std::numeric_limits<s32>::max();
s32 max_y = std::numeric_limits<s32>::min();
// TODO: Move this to the GPU..
switch (rc.primitive)
{
@ -208,22 +203,29 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
HandleFlippedQuadTextureCoordinates(vertices.data());
// Cull polygons which are too large.
if (std::abs(vertices[2].x - vertices[0].x) >= MAX_PRIMITIVE_WIDTH ||
std::abs(vertices[2].x - vertices[1].x) >= MAX_PRIMITIVE_WIDTH ||
std::abs(vertices[1].x - vertices[0].x) >= MAX_PRIMITIVE_WIDTH ||
std::abs(vertices[2].y - vertices[0].y) >= MAX_PRIMITIVE_HEIGHT ||
std::abs(vertices[2].y - vertices[1].y) >= MAX_PRIMITIVE_HEIGHT ||
std::abs(vertices[1].y - vertices[0].y) >= MAX_PRIMITIVE_HEIGHT)
const s32 min_x_12 = std::min(vertices[1].x, vertices[2].x);
const s32 max_x_12 = std::max(vertices[2].x, vertices[2].x);
const s32 min_y_12 = std::min(vertices[1].y, vertices[2].y);
const s32 max_y_12 = std::max(vertices[1].y, vertices[2].y);
const s32 min_x = std::min(min_x_12, vertices[2].x);
const s32 max_x = std::max(max_x_12, vertices[2].x);
const s32 min_y = std::min(min_y_12, vertices[2].y);
const s32 max_y = std::max(max_y_12, vertices[2].y);
if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large polygon: %d,%d %d,%d %d,%d", vertices[0].x, vertices[0].y, vertices[1].x,
vertices[1].y, vertices[2].x, vertices[2].y);
}
else
{
min_x = std::min(std::min(vertices[0].x, vertices[1].x), vertices[2].x);
max_x = std::max(std::max(vertices[0].x, vertices[1].x), vertices[2].x);
min_y = std::min(std::min(vertices[0].y, vertices[1].y), vertices[2].y);
max_y = std::max(std::max(vertices[0].y, vertices[1].y), vertices[2].y);
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.right));
const u32 clip_right = static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
std::memcpy(m_batch_current_vertex_ptr, vertices.data(), sizeof(BatchVertex) * 3);
m_batch_current_vertex_ptr += 3;
@ -232,23 +234,27 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
// quads
if (rc.quad_polygon)
{
const s32 min_x_123 = std::min(min_x_12, vertices[3].x);
const s32 max_x_123 = std::max(min_x_12, vertices[3].x);
const s32 min_y_123 = std::min(min_y_12, vertices[3].y);
const s32 max_y_123 = std::max(min_y_12, vertices[3].y);
// Cull polygons which are too large.
if (std::abs(vertices[3].x - vertices[2].x) >= MAX_PRIMITIVE_WIDTH ||
std::abs(vertices[3].x - vertices[1].x) >= MAX_PRIMITIVE_WIDTH ||
std::abs(vertices[1].x - vertices[2].x) >= MAX_PRIMITIVE_WIDTH ||
std::abs(vertices[3].y - vertices[2].y) >= MAX_PRIMITIVE_HEIGHT ||
std::abs(vertices[3].y - vertices[1].y) >= MAX_PRIMITIVE_HEIGHT ||
std::abs(vertices[1].y - vertices[2].y) >= MAX_PRIMITIVE_HEIGHT)
if ((max_x_123 - min_x_123) >= MAX_PRIMITIVE_WIDTH || (max_y_123 - min_y_123) >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large polygon (quad second half): %d,%d %d,%d %d,%d", vertices[2].x,
vertices[2].y, vertices[1].x, vertices[1].y, vertices[0].x, vertices[0].y);
}
else
{
min_x = std::min(min_x, vertices[3].x);
max_x = std::max(max_x, vertices[3].x);
min_y = std::min(min_y, vertices[3].y);
max_y = std::max(max_y, vertices[3].y);
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x_123, m_drawing_area.left, m_drawing_area.right));
const u32 clip_right =
static_cast<u32>(std::clamp<s32>(max_x_123, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y_123, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(max_y_123, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
AddVertex(vertices[2]);
AddVertex(vertices[1]);
@ -303,11 +309,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
((rectangle_height + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT);
EnsureVertexBufferSpace(required_vertices);
min_x = pos_x;
min_y = pos_y;
max_x = pos_x + rectangle_width;
max_y = pos_y + rectangle_height;
// Split the rectangle into multiple quads if it's greater than 256x256, as the texture page should repeat.
u16 tex_top = orig_tex_top;
for (s32 y_offset = 0; y_offset < rectangle_height;)
@ -340,6 +341,15 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
y_offset += quad_height;
tex_top = 0;
}
const u32 clip_left = static_cast<u32>(std::clamp<s32>(pos_x, m_drawing_area.left, m_drawing_area.right));
const u32 clip_right =
static_cast<u32>(std::clamp<s32>(pos_x + rectangle_width, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(pos_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(pos_y + rectangle_height, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
}
break;
@ -362,8 +372,12 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
if (i > 0)
{
if (std::abs(last_vertex.x - vertex.x) >= MAX_PRIMITIVE_WIDTH ||
std::abs(last_vertex.y - vertex.y) >= MAX_PRIMITIVE_HEIGHT)
const s32 min_x = std::min(last_vertex.x, vertex.x);
const s32 max_x = std::max(last_vertex.x, vertex.x);
const s32 min_y = std::min(last_vertex.y, vertex.y);
const s32 max_y = std::max(last_vertex.y, vertex.y);
if ((max_x - min_x) >= MAX_PRIMITIVE_WIDTH || (max_y - min_y) >= MAX_PRIMITIVE_HEIGHT)
{
Log_DebugPrintf("Culling too-large line: %d,%d - %d,%d", last_vertex.x, last_vertex.y, vertex.x, vertex.y);
}
@ -372,10 +386,14 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
AddVertex(last_vertex);
AddVertex(vertex);
min_x = std::min(min_x, std::min(last_vertex.x, vertex.x));
max_x = std::max(max_x, std::max(last_vertex.x, vertex.x));
min_y = std::min(min_y, std::min(last_vertex.y, vertex.y));
max_y = std::max(max_y, std::max(last_vertex.y, vertex.y));
const u32 clip_left = static_cast<u32>(std::clamp<s32>(min_x, m_drawing_area.left, m_drawing_area.left));
const u32 clip_right =
static_cast<u32>(std::clamp<s32>(max_x, m_drawing_area.left, m_drawing_area.right)) + 1u;
const u32 clip_top = static_cast<u32>(std::clamp<s32>(min_y, m_drawing_area.top, m_drawing_area.bottom));
const u32 clip_bottom =
static_cast<u32>(std::clamp<s32>(max_y, m_drawing_area.top, m_drawing_area.bottom)) + 1u;
m_vram_dirty_rect.Include(clip_left, clip_right, clip_top, clip_bottom);
}
}
@ -388,16 +406,6 @@ void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices, const u32* command
UnreachableCode();
break;
}
if (min_x <= max_x)
{
const Common::Rectangle<u32> area_covered(
std::clamp(min_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)),
std::clamp(min_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)),
std::clamp(max_x, static_cast<s32>(m_drawing_area.left), static_cast<s32>(m_drawing_area.right)) + 1,
std::clamp(max_y, static_cast<s32>(m_drawing_area.top), static_cast<s32>(m_drawing_area.bottom)) + 1);
m_vram_dirty_rect.Include(area_covered);
}
}
void GPU_HW::CalcScissorRect(int* left, int* top, int* right, int* bottom)