3D: move shadow mask rendering to separate function, optimize it (it doesn't need to interpolate all vertex attributes)

This commit is contained in:
StapleButter 2017-08-28 20:27:56 +02:00
parent ee6daa0e62
commit 183b8b58e0
1 changed files with 194 additions and 58 deletions

View File

@ -1048,6 +1048,193 @@ void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
}
}
void RenderShadowMaskScanline(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
u32 polyattr = (polygon->Attr & 0x3F008000);
if (!polygon->FacingView) polyattr |= (1<<4);
u32 polyalpha = (polygon->Attr >> 16) & 0x1F;
bool wireframe = (polyalpha == 0);
bool (*fnDepthTest)(s32 dstz, s32 z, u32 dstattr);
if (polygon->Attr & (1<<14))
fnDepthTest = DepthTest_Equal;
else if (polygon->FacingView)
fnDepthTest = DepthTest_LessThan_FrontFacing;
else
fnDepthTest = DepthTest_LessThan;
if (!PrevIsShadowMask)
memset(&StencilBuffer[256 * (y&0x1)], 0, 256);
PrevIsShadowMask = true;
if (polygon->YTop != polygon->YBottom)
{
if (y >= polygon->Vertices[rp->NextVL]->FinalPosition[1] && rp->CurVL != polygon->VBottom)
{
SetupPolygonLeftEdge(rp, y);
}
if (y >= polygon->Vertices[rp->NextVR]->FinalPosition[1] && rp->CurVR != polygon->VBottom)
{
SetupPolygonRightEdge(rp, y);
}
}
Vertex *vlcur, *vlnext, *vrcur, *vrnext;
s32 xstart, xend;
bool l_filledge, r_filledge;
s32 l_edgelen, r_edgelen;
s32 l_edgecov, r_edgecov;
Interpolator<1>* interp_start;
Interpolator<1>* interp_end;
xstart = rp->XL;
xend = rp->XR;
// CHECKME: edge fill rules for opaque shadow mask polygons
if ((polyalpha < 31) || (RenderDispCnt & (3<<4)))
{
l_filledge = true;
r_filledge = true;
}
else
{
l_filledge = (rp->SlopeL.Negative || !rp->SlopeL.XMajor);
r_filledge = (!rp->SlopeR.Negative && rp->SlopeR.XMajor) || (rp->SlopeR.Increment==0);
}
s32 wl = rp->SlopeL.Interp.Interpolate(polygon->FinalW[rp->CurVL], polygon->FinalW[rp->NextVL]);
s32 wr = rp->SlopeR.Interp.Interpolate(polygon->FinalW[rp->CurVR], polygon->FinalW[rp->NextVR]);
s32 zl = rp->SlopeL.Interp.InterpolateZ(polygon->FinalZ[rp->CurVL], polygon->FinalZ[rp->NextVL], polygon->WBuffer);
s32 zr = rp->SlopeR.Interp.InterpolateZ(polygon->FinalZ[rp->CurVR], polygon->FinalZ[rp->NextVR], polygon->WBuffer);
// if the left and right edges are swapped, render backwards.
if (xstart > xend)
{
vlcur = polygon->Vertices[rp->CurVR];
vlnext = polygon->Vertices[rp->NextVR];
vrcur = polygon->Vertices[rp->CurVL];
vrnext = polygon->Vertices[rp->NextVL];
interp_start = &rp->SlopeR.Interp;
interp_end = &rp->SlopeL.Interp;
rp->SlopeR.EdgeParams_YMajor(&l_edgelen, &l_edgecov);
rp->SlopeL.EdgeParams_YMajor(&r_edgelen, &r_edgecov);
s32 tmp;
tmp = xstart; xstart = xend; xend = tmp;
tmp = wl; wl = wr; wr = tmp;
tmp = zl; zl = zr; zr = tmp;
tmp = (s32)l_filledge; l_filledge = r_filledge; r_filledge = (bool)tmp;
}
else
{
vlcur = polygon->Vertices[rp->CurVL];
vlnext = polygon->Vertices[rp->NextVL];
vrcur = polygon->Vertices[rp->CurVR];
vrnext = polygon->Vertices[rp->NextVR];
interp_start = &rp->SlopeL.Interp;
interp_end = &rp->SlopeR.Interp;
rp->SlopeL.EdgeParams(&l_edgelen, &l_edgecov);
rp->SlopeR.EdgeParams(&r_edgelen, &r_edgecov);
}
// color/texcoord attributes aren't needed for shadow masks
// all the pixels are guaranteed to have the same alpha
// even if a texture is used (decal blending is used for shadows)
// similarly, we can perform alpha test early (checkme)
if (wireframe) polyalpha = 31;
if (polyalpha <= RenderAlphaRef) return;
// in wireframe mode, there are special rules for equal Z (TODO)
int yedge = 0;
if (y == polygon->YTop) yedge = 0x4;
else if (y == polygon->YBottom-1) yedge = 0x8;
int edge;
s32 x = xstart;
Interpolator<0> interpX(xstart, xend+1, wl, wr);
if (x < 0) x = 0;
s32 xlimit;
// for shadow masks: set stencil bits where the depth test fails.
// draw nothing.
// part 1: left edge
edge = yedge | 0x1;
xlimit = xstart+l_edgelen; if (xlimit > 256) xlimit = 256;
for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
u32 dstattr = AttrBuffer[pixeladdr];
// checkme
if (!l_filledge)
continue;
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
StencilBuffer[256*(y&0x1) + x] = 1;
}
// part 2: polygon inside
edge = yedge;
xlimit = xend-r_edgelen+1; if (xlimit > 256) xlimit = 256;
if (wireframe && !edge) x = xlimit;
else for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
u32 dstattr = AttrBuffer[pixeladdr];
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
StencilBuffer[256*(y&0x1) + x] = 1;
}
// part 3: right edge
edge = yedge | 0x2;
xlimit = xend+1; if (xlimit > 256) xlimit = 256;
for (; x < xlimit; x++)
{
u32 pixeladdr = FirstPixelOffset + (y*ScanlineWidth) + x;
interpX.SetX(x);
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
u32 dstattr = AttrBuffer[pixeladdr];
// checkme
if (!r_filledge)
continue;
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
StencilBuffer[256*(y&0x1) + x] = 1;
}
rp->XL = rp->SlopeL.Step();
rp->XR = rp->SlopeR.Step();
}
void RenderPolygonScanline(RendererPolygon* rp, s32 y)
{
Polygon* polygon = rp->PolyData;
@ -1066,10 +1253,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
else
fnDepthTest = DepthTest_LessThan;
if (polygon->IsShadowMask && !PrevIsShadowMask)
memset(&StencilBuffer[256 * (y&0x1)], 0, 256);
PrevIsShadowMask = polygon->IsShadowMask;
PrevIsShadowMask = false;
if (polygon->YTop != polygon->YBottom)
{
@ -1216,27 +1400,6 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
u32 dstattr = AttrBuffer[pixeladdr];
if (polygon->IsShadowMask)
{
// for shadow masks: set stencil bits where the depth test fails.
// draw nothing.
// checkme
if (polyalpha == 31)
{
if (!(RenderDispCnt & (1<<4)))
{
if (!l_filledge)
continue;
}
}
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
StencilBuffer[256*(y&0x1) + x] = 1;
continue;
}
// if depth test against the topmost pixel fails, test
// against the pixel underneath
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
@ -1353,17 +1516,6 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
u32 dstattr = AttrBuffer[pixeladdr];
if (polygon->IsShadowMask)
{
// for shadow masks: set stencil bits where the depth test fails.
// draw nothing.
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
StencilBuffer[256*(y&0x1) + x] = 1;
continue;
}
// if depth test against the topmost pixel fails, test
// against the pixel underneath
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
@ -1459,27 +1611,6 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y)
s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer);
u32 dstattr = AttrBuffer[pixeladdr];
if (polygon->IsShadowMask)
{
// for shadow masks: set stencil bits where the depth test fails.
// draw nothing.
// checkme
if (polyalpha == 31)
{
if (!(RenderDispCnt & (1<<4)))
{
if (!r_filledge)
continue;
}
}
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
StencilBuffer[256*(y&0x1) + x] = 1;
continue;
}
// if depth test against the topmost pixel fails, test
// against the pixel underneath
if (!fnDepthTest(DepthBuffer[pixeladdr], z, dstattr))
@ -1587,7 +1718,12 @@ void RenderScanline(s32 y, int npolys)
Polygon* polygon = rp->PolyData;
if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop)))
RenderPolygonScanline(rp, y);
{
if (polygon->IsShadowMask)
RenderShadowMaskScanline(rp, y);
else
RenderPolygonScanline(rp, y);
}
}
}