GPU: Implement line renderering in software renderer
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@ -230,6 +230,29 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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case Primitive::Line:
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{
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const u32 first_color = rc.color_for_first_vertex;
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const bool shaded = rc.shading_enable;
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std::array<SWVertex, 2> vertices = {};
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u32 buffer_pos = 1;
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// first vertex
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SWVertex* p0 = &vertices[0];
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SWVertex* p1 = &vertices[1];
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p0->SetPosition(VertexPosition{command_ptr[buffer_pos++]});
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p0->SetColorRGB24(first_color);
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// remaining vertices in line strip
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for (u32 i = 1; i < num_vertices; i++)
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{
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p1->SetColorRGB24(shaded ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color);
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p1->SetPosition(VertexPosition{command_ptr[buffer_pos++]});
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DrawLine(rc, p0, p1);
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// swap p0/p1 so that the last vertex is used as the first for the next line
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std::swap(p0, p1);
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}
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}
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break;
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@ -239,6 +262,31 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
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}
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}
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enum : u32
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{
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COORD_FRAC_BITS = 32,
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COLOR_FRAC_BITS = 12
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};
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using FixedPointCoord = u64;
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constexpr FixedPointCoord IntToFixedCoord(s32 x)
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{
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return (ZeroExtend64(static_cast<u32>(x)) << COORD_FRAC_BITS) | (ZeroExtend64(1u) << (COORD_FRAC_BITS - 1));
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}
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using FixedPointColor = u32;
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constexpr FixedPointColor IntToFixedColor(u8 r)
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{
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return ZeroExtend32(r) << COLOR_FRAC_BITS | (1u << (COLOR_FRAC_BITS - 1));
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}
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constexpr u8 FixedColorToInt(FixedPointColor r)
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{
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return Truncate8(r >> 12);
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}
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bool GPU_SW::IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
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{
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const s32 abx = v1->x - v0->x;
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@ -505,6 +553,95 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
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SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
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}
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constexpr FixedPointCoord GetLineCoordStep(s32 delta, s32 k)
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{
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s64 delta_fp = static_cast<s64>(ZeroExtend64(static_cast<u32>(delta)) << 32);
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if (delta_fp < 0)
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delta_fp -= s64(k - 1);
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if (delta_fp > 0)
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delta_fp += s64(k - 1);
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return static_cast<FixedPointCoord>(delta_fp / k);
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}
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constexpr s32 FixedToIntCoord(FixedPointCoord x)
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{
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return static_cast<s32>(Truncate32(x >> COORD_FRAC_BITS));
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}
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constexpr FixedPointColor GetLineColorStep(s32 delta, s32 k)
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{
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return static_cast<s32>(static_cast<u32>(delta) << COLOR_FRAC_BITS) / k;
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}
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void GPU_SW::DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1)
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{
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// Algorithm based on Mednafen.
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const bool dither_enable = rc.IsDitheringEnabled() && m_GPUSTAT.dither_enable;
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const bool shaded = rc.shading_enable;
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if (p0->x > p1->x)
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std::swap(p0, p1);
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const s32 dx = p1->x - p0->x;
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const s32 dy = p1->y - p0->y;
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const s32 k = std::max(std::abs(dx), std::abs(dy));
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FixedPointCoord step_x, step_y;
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FixedPointColor step_r = 0, step_g = 0, step_b = 0;
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if (k > 0)
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{
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step_x = GetLineCoordStep(dx, k);
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step_y = GetLineCoordStep(dy, k);
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if (shaded)
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{
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step_r = GetLineColorStep(s32(ZeroExtend32(p1->color_r)) - s32(ZeroExtend32(p0->color_r)), k);
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step_g = GetLineColorStep(s32(ZeroExtend32(p1->color_g)) - s32(ZeroExtend32(p0->color_g)), k);
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step_b = GetLineColorStep(s32(ZeroExtend32(p1->color_b)) - s32(ZeroExtend32(p0->color_b)), k);
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}
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}
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else
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{
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step_x = 0;
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step_y = 0;
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}
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FixedPointCoord current_x = IntToFixedCoord(p0->x);
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FixedPointCoord current_y = IntToFixedCoord(p0->y);
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FixedPointColor current_r = IntToFixedColor(p0->color_r);
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FixedPointColor current_g = IntToFixedColor(p0->color_g);
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FixedPointColor current_b = IntToFixedColor(p0->color_b);
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for (s32 i = 0; i <= k; i++)
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{
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const s32 x = m_drawing_offset.x + FixedToIntCoord(current_x);
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const s32 y = m_drawing_offset.y + FixedToIntCoord(current_y);
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const u8 r = shaded ? FixedColorToInt(current_r) : p0->color_r;
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const u8 g = shaded ? FixedColorToInt(current_g) : p0->color_g;
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const u8 b = shaded ? FixedColorToInt(current_b) : p0->color_b;
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if (x >= static_cast<s32>(m_drawing_area.left) && x <= static_cast<s32>(m_drawing_area.right) &&
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y >= static_cast<s32>(m_drawing_area.top) && y <= static_cast<s32>(m_drawing_area.bottom))
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{
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ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, 0, 0, dither_enable);
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}
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current_x += step_x;
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current_y += step_y;
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if (shaded)
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{
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current_r += step_r;
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current_g += step_g;
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current_b += step_b;
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}
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}
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}
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std::unique_ptr<GPU> GPU::CreateSoftwareRenderer()
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{
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return std::make_unique<GPU_SW>();
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@ -32,6 +32,15 @@ protected:
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s32 x, y;
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u8 color_r, color_g, color_b;
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u8 texcoord_x, texcoord_y;
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ALWAYS_INLINE void SetPosition(VertexPosition p)
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{
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x = p.x;
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y = p.y;
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}
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ALWAYS_INLINE void SetColorRGB24(u32 color) { std::tie(color_r, color_g, color_b) = UnpackColorRGB24(color); }
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ALWAYS_INLINE void SetTexcoord(u16 value) { std::tie(texcoord_x, texcoord_y) = UnpackTexcoord(value); }
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};
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void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
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@ -60,6 +69,7 @@ protected:
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void DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
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void DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
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u8 origin_texcoord_x, u8 origin_texcoord_y);
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void DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1);
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std::vector<u32> m_display_texture_buffer;
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std::unique_ptr<HostDisplayTexture> m_display_texture;
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