pcsx2/plugins/GSdx/GSRendererSW.cpp

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSRendererSW.h"
const GSVector4 g_pos_scale(1.0f / 16, 1.0f / 16, 1.0f, 128.0f);
GSRendererSW::GSRendererSW(int threads)
{
InitVertexKick(GSRendererSW);
m_tc = new GSTextureCacheSW(this);
memset(m_texture, 0, sizeof(m_texture));
m_rl.Create<GSDrawScanline>(threads);
m_output = (uint8*)_aligned_malloc(1024 * 1024 * sizeof(uint32), 32);
}
GSRendererSW::~GSRendererSW()
{
delete m_tc;
for(int i = 0; i < countof(m_texture); i++)
{
delete m_texture[i];
}
_aligned_free(m_output);
}
void GSRendererSW::Reset()
{
// TODO: GSreset can come from the main thread too => crash
// m_tc->RemoveAll();
m_reset = true;
GSRendererT<GSVertexSW>::Reset();
}
void GSRendererSW::VSync(int field)
{
GSRendererT<GSVertexSW>::VSync(field);
m_tc->IncAge();
if(m_reset)
{
m_tc->RemoveAll();
m_reset = false;
}
// if((m_perfmon.GetFrame() & 255) == 0) m_rl.PrintStats();
}
void GSRendererSW::ResetDevice()
{
for(int i = 0; i < countof(m_texture); i++)
{
delete m_texture[i];
m_texture[i] = NULL;
}
}
GSTexture* GSRendererSW::GetOutput(int i)
{
const GSRegDISPFB& DISPFB = m_regs->DISP[i].DISPFB;
int w = DISPFB.FBW * 64;
int h = GetFrameRect(i).bottom;
// TODO: round up bottom
if(m_dev->ResizeTexture(&m_texture[i], w, h))
{
static int pitch = 1024 * 4;
GSVector4i r(0, 0, w, h);
const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[DISPFB.PSM];
(m_mem.*psm.rtx)(m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), r.ralign<Align_Outside>(psm.bs), m_output, pitch, m_env.TEXA);
m_texture[i]->Update(r, m_output, pitch);
if(s_dump)
{
if(s_save && s_n >= s_saven)
{
m_texture[i]->Save(format("c:\\temp1\\_%05d_f%lld_fr%d_%05x_%d.bmp", s_n, m_perfmon.GetFrame(), i, (int)DISPFB.Block(), (int)DISPFB.PSM));
}
s_n++;
}
}
return m_texture[i];
}
void GSRendererSW::Draw()
{
if(m_dump)
{
m_dump.Object(m_vertices, m_count, m_vt.m_primclass);
}
GSScanlineGlobalData gd;
if(!GetScanlineGlobalData(gd))
{
return;
}
if(!gd.sel.fwrite && !gd.sel.zwrite)
{
return;
}
if(s_dump)// && m_context->TEX1.MXL > 0 && m_context->TEX1.MMIN >= 2 && m_context->TEX1.MMIN <= 5 && m_vt.m_lod.x > 0)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if(s_save && s_n >= s_saven && PRIM->TME)
{
s = format("c:\\temp1\\_%05d_f%lld_tex_%05x_%d.bmp", s_n, frame, (int)m_context->TEX0.TBP0, (int)m_context->TEX0.PSM);
m_mem.SaveBMP(s, m_context->TEX0.TBP0, m_context->TEX0.TBW, m_context->TEX0.PSM, 1 << m_context->TEX0.TW, 1 << m_context->TEX0.TH);
}
s_n++;
if(s_save && s_n >= s_saven)
{
s = format("c:\\temp1\\_%05d_f%lld_rt0_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
m_mem.SaveBMP(s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);//GetFrameSize(1).cy);
}
if(s_savez && s_n >= s_saven)
{
s = format("c:\\temp1\\_%05d_f%lld_rz0_%05x_%d.bmp", s_n, frame, m_context->ZBUF.Block(), m_context->ZBUF.PSM);
m_mem.SaveBMP(s, m_context->ZBUF.Block(), m_context->FRAME.FBW, m_context->ZBUF.PSM, GetFrameRect().width(), 512);
}
s_n++;
}
GSVector4i scissor(m_context->scissor.in);
GSVector4i bbox = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p));
GSVector4i r = bbox.rintersect(scissor);
GSRasterizerData data;
data.scissor = scissor;
data.scissor.z = std::min<int>(data.scissor.z, (int)m_context->FRAME.FBW * 64); // TODO: find a game that overflows and check which one is the right behaviour
data.scissor_test = !bbox.eq(r);
data.primclass = m_vt.m_primclass;
data.vertices = m_vertices;
data.count = m_count;
data.frame = m_perfmon.GetFrame();
data.param = &gd;
m_rl.Draw(&data, r.width(), r.height());
if(gd.sel.fwrite)
{
m_tc->InvalidateVideoMem(m_context->offset.fb, r);
}
if(gd.sel.zwrite)
{
m_tc->InvalidateVideoMem(m_context->offset.zb, r);
}
// By only syncing here we can do the two InvalidateVideoMem calls free if the other threads finish
// their drawings later than this one (they usually do because they start on an event).
m_rl.Sync();
GSRasterizerStats stats;
m_rl.GetStats(stats);
m_perfmon.Put(GSPerfMon::Prim, stats.prims);
m_perfmon.Put(GSPerfMon::Fillrate, stats.pixels);
if(s_dump)// && m_context->TEX1.MXL > 0 && m_context->TEX1.MMIN >= 2 && m_context->TEX1.MMIN <= 5 && m_vt.m_lod.x > 0)
{
uint64 frame = m_perfmon.GetFrame();
string s;
if(s_save && s_n >= s_saven)
{
s = format("c:\\temp1\\_%05d_f%lld_rt1_%05x_%d.bmp", s_n, frame, m_context->FRAME.Block(), m_context->FRAME.PSM);
m_mem.SaveBMP(s, m_context->FRAME.Block(), m_context->FRAME.FBW, m_context->FRAME.PSM, GetFrameRect().width(), 512);//GetFrameSize(1).cy);
}
if(s_savez && s_n >= s_saven)
{
s = format("c:\\temp1\\_%05d_f%lld_rz1_%05x_%d.bmp", s_n, frame, m_context->ZBUF.Block(), m_context->ZBUF.PSM);
m_mem.SaveBMP(s, m_context->ZBUF.Block(), m_context->FRAME.FBW, m_context->ZBUF.PSM, GetFrameRect().width(), 512);
}
s_n++;
}
if(0)//stats.ticks > 5000000)
{
printf("* [%lld | %012llx] ticks %lld prims %d (%d) pixels %d (%d)\n",
m_perfmon.GetFrame(), gd.sel.key,
stats.ticks,
stats.prims, stats.prims > 0 ? (int)(stats.ticks / stats.prims) : -1,
stats.pixels, stats.pixels > 0 ? (int)(stats.ticks / stats.pixels) : -1);
}
}
void GSRendererSW::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r)
{
m_tc->InvalidateVideoMem(m_mem.GetOffset(BITBLTBUF.DBP, BITBLTBUF.DBW, BITBLTBUF.DPSM), r);
}
#include "GSTextureSW.h"
bool GSRendererSW::GetScanlineGlobalData(GSScanlineGlobalData& gd)
{
const GSDrawingEnvironment& env = m_env;
const GSDrawingContext* context = m_context;
const GS_PRIM_CLASS primclass = m_vt.m_primclass;
gd.vm = m_mem.m_vm8;
gd.dimx = env.dimx;
gd.fbr = context->offset.fb->pixel.row;
gd.zbr = context->offset.zb->pixel.row;
gd.fbc = context->offset.fb->pixel.col[0];
gd.zbc = context->offset.zb->pixel.col[0];
gd.fzbr = context->offset.fzb->row;
gd.fzbc = context->offset.fzb->col;
gd.sel.key = 0;
gd.sel.fpsm = 3;
gd.sel.zpsm = 3;
gd.sel.atst = ATST_ALWAYS;
gd.sel.tfx = TFX_NONE;
gd.sel.ababcd = 255;
gd.sel.sprite = primclass == GS_SPRITE_CLASS ? 1 : 0;
uint32 fm = context->FRAME.FBMSK;
uint32 zm = context->ZBUF.ZMSK || context->TEST.ZTE == 0 ? 0xffffffff : 0;
if(context->TEST.ZTE && context->TEST.ZTST == ZTST_NEVER)
{
fm = 0xffffffff;
zm = 0xffffffff;
}
if(PRIM->TME)
{
m_mem.m_clut.Read32(context->TEX0, env.TEXA);
}
if(context->TEST.ATE)
{
if(!TryAlphaTest(fm, zm))
{
gd.sel.atst = context->TEST.ATST;
gd.sel.afail = context->TEST.AFAIL;
gd.aref = GSVector4i((int)context->TEST.AREF);
switch(gd.sel.atst)
{
case ATST_LESS:
gd.sel.atst = ATST_LEQUAL;
gd.aref -= GSVector4i::x00000001();
break;
case ATST_GREATER:
gd.sel.atst = ATST_GEQUAL;
gd.aref += GSVector4i::x00000001();
break;
}
}
}
bool fwrite = fm != 0xffffffff;
bool ftest = gd.sel.atst != ATST_ALWAYS || context->TEST.DATE && context->FRAME.PSM != PSM_PSMCT24;
gd.sel.fwrite = fwrite;
gd.sel.ftest = ftest;
if(fwrite || ftest)
{
gd.sel.fpsm = GSLocalMemory::m_psm[context->FRAME.PSM].fmt;
if((primclass == GS_LINE_CLASS || primclass == GS_TRIANGLE_CLASS) && m_vt.m_eq.rgba != 0xffff)
{
gd.sel.iip = PRIM->IIP;
}
if(PRIM->TME)
{
gd.clut = m_mem.m_clut;
gd.sel.tfx = context->TEX0.TFX;
gd.sel.tcc = context->TEX0.TCC;
gd.sel.fst = PRIM->FST;
gd.sel.ltf = m_vt.IsLinear();
gd.sel.tlu = GSLocalMemory::m_psm[context->TEX0.PSM].pal > 0;
gd.sel.wms = context->CLAMP.WMS;
gd.sel.wmt = context->CLAMP.WMT;
if(gd.sel.tfx == TFX_MODULATE && gd.sel.tcc && m_vt.m_eq.rgba == 0xffff && m_vt.m_min.c.eq(GSVector4i(128)))
{
// modulate does not do anything when vertex color is 0x80
gd.sel.tfx = TFX_DECAL;
}
GSVector4i r;
GetTextureMinMax(r, context->TEX0, context->CLAMP, gd.sel.ltf);
const GSTextureCacheSW::Texture* t = m_tc->Lookup(context->TEX0, env.TEXA, r);
if(t == NULL) {ASSERT(0); return false;}
gd.tex[0] = t->m_buff;
gd.sel.tw = t->m_tw - 3;
if(m_mipmap && context->TEX1.MXL > 0 && context->TEX1.MMIN >= 2 && context->TEX1.MMIN <= 5 && m_vt.m_lod.y > 0)
{
// TEX1.MMIN
// 000 p
// 001 l
// 010 p round
// 011 p tri
// 100 l round
// 101 l tri
if(m_vt.m_lod.x > 0)
{
gd.sel.ltf = context->TEX1.MMIN >> 2;
}
else
{
// TODO: isbilinear(mmag) != isbilinear(mmin) && m_vt.m_lod.x <= 0 && m_vt.m_lod.y > 0
}
gd.sel.mmin = (context->TEX1.MMIN & 1) + 1; // 1: round, 2: tri
gd.sel.lcm = context->TEX1.LCM;
int mxl = (std::min<int>((int)context->TEX1.MXL, 6) << 16);
int k = context->TEX1.K << 12;
if(gd.sel.mmin == 2)
{
mxl--; // don't sample beyond the last level (TODO: add a dummy level instead?)
}
if(gd.sel.fst)
{
ASSERT(gd.sel.lcm == 1);
ASSERT(((m_vt.m_min.t.uph(m_vt.m_max.t) == GSVector4::zero()).mask() & 3) == 3); // ratchet and clank (menu)
gd.sel.lcm = 1;
}
if((int)m_vt.m_lod.x >= (int)context->TEX1.MXL)
{
k = (int)m_vt.m_lod.x << 16;
gd.sel.lcm = 1;
}
if(gd.sel.lcm)
{
int lod = std::max<int>(std::min<int>(k, mxl), 0);
if(gd.sel.mmin == 1)
{
lod = (lod + 0x8000) & 0xffff0000; // rounding
}
gd.lod.i = GSVector4i(lod >> 16);
gd.lod.f = GSVector4i(lod & 0xffff).xxxxl().xxzz();
// TODO: lot to optimize when lod is constant
}
else
{
gd.mxl = GSVector4((float)mxl);
gd.l = GSVector4((float)(-0x10000 << context->TEX1.L));
gd.k = GSVector4((float)k);
}
GIFRegTEX0 MIP_TEX0 = context->TEX0;
GIFRegCLAMP MIP_CLAMP = context->CLAMP;
GSVector4 tmin = m_vt.m_min.t;
GSVector4 tmax = m_vt.m_max.t;
static int s_counter = 0;
//t->Save(format("c:/temp1/%08d_%05x_0.bmp", s_counter, context->TEX0.TBP0));
for(int i = 1, j = std::min<int>((int)context->TEX1.MXL, 6); i <= j; i++)
{
switch(i)
{
case 1:
MIP_TEX0.TBP0 = context->MIPTBP1.TBP1;
MIP_TEX0.TBW = context->MIPTBP1.TBW1;
break;
case 2:
MIP_TEX0.TBP0 = context->MIPTBP1.TBP2;
MIP_TEX0.TBW = context->MIPTBP1.TBW2;
break;
case 3:
MIP_TEX0.TBP0 = context->MIPTBP1.TBP3;
MIP_TEX0.TBW = context->MIPTBP1.TBW3;
break;
case 4:
MIP_TEX0.TBP0 = context->MIPTBP2.TBP4;
MIP_TEX0.TBW = context->MIPTBP2.TBW4;
break;
case 5:
MIP_TEX0.TBP0 = context->MIPTBP2.TBP5;
MIP_TEX0.TBW = context->MIPTBP2.TBW5;
break;
case 6:
MIP_TEX0.TBP0 = context->MIPTBP2.TBP6;
MIP_TEX0.TBW = context->MIPTBP2.TBW6;
break;
default:
__assume(0);
}
if(MIP_TEX0.TW > 0) MIP_TEX0.TW--;
if(MIP_TEX0.TH > 0) MIP_TEX0.TH--;
MIP_CLAMP.MINU >>= 1;
MIP_CLAMP.MINV >>= 1;
MIP_CLAMP.MAXU >>= 1;
MIP_CLAMP.MAXV >>= 1;
m_vt.m_min.t *= 0.5f;
m_vt.m_max.t *= 0.5f;
GSVector4i r;
GetTextureMinMax(r, MIP_TEX0, MIP_CLAMP, gd.sel.ltf);
const GSTextureCacheSW::Texture* t = m_tc->Lookup(MIP_TEX0, env.TEXA, r, gd.sel.tw + 3);
if(t == NULL) {ASSERT(0); return false;}
gd.tex[i] = t->m_buff;
// t->Save(format("c:/temp1/%08d_%05x_%d.bmp", s_counter, context->TEX0.TBP0, i));
}
s_counter++;
m_vt.m_min.t = tmin;
m_vt.m_max.t = tmax;
}
else
{
if(gd.sel.fst == 0)
{
// skip per pixel division if q is constant
GSVertexSW* v = m_vertices;
if(m_vt.m_eq.q)
{
gd.sel.fst = 1;
if(v[0].t.z != 1.0f)
{
GSVector4 w = v[0].t.zzzz().rcpnr();
for(int i = 0, j = m_count; i < j; i++)
{
v[i].t *= w;
}
}
}
else if(primclass == GS_SPRITE_CLASS)
{
gd.sel.fst = 1;
for(int i = 0, j = m_count; i < j; i += 2)
{
GSVector4 w = v[i + 1].t.zzzz().rcpnr();
v[i + 0].t *= w;
v[i + 1].t *= w;
}
}
}
if(gd.sel.ltf && gd.sel.fst)
{
// if q is constant we can do the half pel shift for bilinear sampling on the vertices
// TODO: but not when mipmapping is used!!!
GSVector4 half(0x8000, 0x8000);
GSVertexSW* v = m_vertices;
for(int i = 0, j = m_count; i < j; i++)
{
v[i].t -= half;
}
}
}
uint16 tw = 1u << context->TEX0.TW;
uint16 th = 1u << context->TEX0.TH;
switch(context->CLAMP.WMS)
{
case CLAMP_REPEAT:
gd.t.min.u16[0] = gd.t.minmax.u16[0] = tw - 1;
gd.t.max.u16[0] = gd.t.minmax.u16[2] = 0;
gd.t.mask.u32[0] = 0xffffffff;
break;
case CLAMP_CLAMP:
gd.t.min.u16[0] = gd.t.minmax.u16[0] = 0;
gd.t.max.u16[0] = gd.t.minmax.u16[2] = tw - 1;
gd.t.mask.u32[0] = 0;
break;
case CLAMP_REGION_CLAMP:
gd.t.min.u16[0] = gd.t.minmax.u16[0] = std::min<uint16>(context->CLAMP.MINU, tw - 1);
gd.t.max.u16[0] = gd.t.minmax.u16[2] = std::min<uint16>(context->CLAMP.MAXU, tw - 1);
gd.t.mask.u32[0] = 0;
break;
case CLAMP_REGION_REPEAT:
gd.t.min.u16[0] = gd.t.minmax.u16[0] = context->CLAMP.MINU;
gd.t.max.u16[0] = gd.t.minmax.u16[2] = context->CLAMP.MAXU;
gd.t.mask.u32[0] = 0xffffffff;
break;
default:
__assume(0);
}
switch(context->CLAMP.WMT)
{
case CLAMP_REPEAT:
gd.t.min.u16[4] = gd.t.minmax.u16[1] = th - 1;
gd.t.max.u16[4] = gd.t.minmax.u16[3] = 0;
gd.t.mask.u32[2] = 0xffffffff;
break;
case CLAMP_CLAMP:
gd.t.min.u16[4] = gd.t.minmax.u16[1] = 0;
gd.t.max.u16[4] = gd.t.minmax.u16[3] = th - 1;
gd.t.mask.u32[2] = 0;
break;
case CLAMP_REGION_CLAMP:
gd.t.min.u16[4] = gd.t.minmax.u16[1] = std::min<uint16>(context->CLAMP.MINV, th - 1);
gd.t.max.u16[4] = gd.t.minmax.u16[3] = std::min<uint16>(context->CLAMP.MAXV, th - 1); // ffx anima summon scene, when the anchor appears (th = 256, maxv > 256)
gd.t.mask.u32[2] = 0;
break;
case CLAMP_REGION_REPEAT:
gd.t.min.u16[4] = gd.t.minmax.u16[1] = context->CLAMP.MINV;
gd.t.max.u16[4] = gd.t.minmax.u16[3] = context->CLAMP.MAXV;
gd.t.mask.u32[2] = 0xffffffff;
break;
default:
__assume(0);
}
gd.t.min = gd.t.min.xxxxlh();
gd.t.max = gd.t.max.xxxxlh();
gd.t.mask = gd.t.mask.xxzz();
gd.t.invmask = ~gd.t.mask;
}
if(PRIM->FGE)
{
gd.sel.fge = 1;
gd.frb = GSVector4i((int)env.FOGCOL.u32[0] & 0x00ff00ff);
gd.fga = GSVector4i((int)(env.FOGCOL.u32[0] >> 8) & 0x00ff00ff);
}
if(context->FRAME.PSM != PSM_PSMCT24)
{
gd.sel.date = context->TEST.DATE;
gd.sel.datm = context->TEST.DATM;
}
if(!IsOpaque())
{
gd.sel.abe = PRIM->ABE;
gd.sel.ababcd = context->ALPHA.u32[0];
if(env.PABE.PABE)
{
gd.sel.pabe = 1;
}
if(m_aa1 && PRIM->AA1 && (primclass == GS_LINE_CLASS || primclass == GS_TRIANGLE_CLASS))
{
gd.sel.aa1 = 1;
}
gd.afix = GSVector4i((int)context->ALPHA.FIX << 7).xxzzlh();
}
if(gd.sel.date
|| gd.sel.aba == 1 || gd.sel.abb == 1 || gd.sel.abc == 1 || gd.sel.abd == 1
|| gd.sel.atst != ATST_ALWAYS && gd.sel.afail == AFAIL_RGB_ONLY
|| gd.sel.fpsm == 0 && fm != 0 && fm != 0xffffffff
|| gd.sel.fpsm == 1 && (fm & 0x00ffffff) != 0 && (fm & 0x00ffffff) != 0x00ffffff
|| gd.sel.fpsm == 2 && (fm & 0x80f8f8f8) != 0 && (fm & 0x80f8f8f8) != 0x80f8f8f8)
{
gd.sel.rfb = 1;
}
gd.sel.colclamp = env.COLCLAMP.CLAMP;
gd.sel.fba = context->FBA.FBA;
gd.sel.dthe = env.DTHE.DTHE;
}
bool zwrite = zm != 0xffffffff;
bool ztest = context->TEST.ZTE && context->TEST.ZTST > ZTST_ALWAYS;
gd.sel.zwrite = zwrite;
gd.sel.ztest = ztest;
if(zwrite || ztest)
{
gd.sel.zpsm = GSLocalMemory::m_psm[context->ZBUF.PSM].fmt;
gd.sel.ztst = ztest ? context->TEST.ZTST : ZTST_ALWAYS;
gd.sel.zoverflow = GSVector4i(m_vt.m_max.p).z == 0x80000000;
}
gd.fm = GSVector4i(fm);
gd.zm = GSVector4i(zm);
if(gd.sel.fpsm == 1)
{
gd.fm |= GSVector4i::xff000000();
}
else if(gd.sel.fpsm == 2)
{
GSVector4i rb = gd.fm & 0x00f800f8;
GSVector4i ga = gd.fm & 0x8000f800;
gd.fm = (ga >> 16) | (rb >> 9) | (ga >> 6) | (rb >> 3) | GSVector4i::xffff0000();
}
if(gd.sel.zpsm == 1)
{
gd.zm |= GSVector4i::xff000000();
}
else if(gd.sel.zpsm == 2)
{
gd.zm |= GSVector4i::xffff0000();
}
return true;
}
template<uint32 prim, uint32 tme, uint32 fst>
void GSRendererSW::VertexKick(bool skip)
{
const GSDrawingContext* context = m_context;
GSVector4i xy = GSVector4i::load((int)m_v.XYZ.u32[0]);
xy = xy.insert16<3>(m_v.FOG.F);
xy = xy.upl16();
xy -= context->XYOFFSET;
GSVertexSW v;
v.p = GSVector4(xy) * g_pos_scale;
v.c = GSVector4(GSVector4i::load((int)m_v.RGBAQ.u32[0]).u8to32() << 7);
if(tme)
{
if(fst)
{
v.t = GSVector4(((GSVector4i)m_v.UV).upl16() << (16 - 4));
}
else
{
v.t = GSVector4(m_v.ST.S, m_v.ST.T);
v.t *= GSVector4(0x10000 << context->TEX0.TW, 0x10000 << context->TEX0.TH);
}
v.t = v.t.xyxy(GSVector4::load(m_v.RGBAQ.Q));
}
GSVertexSW& dst = m_vl.AddTail();
dst = v;
dst.p.z = (float)min(m_v.XYZ.Z, 0xffffff00); // max value which can survive the uint32 => float => uint32 conversion
int count = 0;
if(GSVertexSW* v = DrawingKick<prim>(skip, count))
{
if(!m_dump)
{
GSVector4 pmin, pmax;
switch(prim)
{
case GS_POINTLIST:
pmin = v[0].p;
pmax = v[0].p;
break;
case GS_LINELIST:
case GS_LINESTRIP:
case GS_SPRITE:
pmin = v[0].p.min(v[1].p);
pmax = v[0].p.max(v[1].p);
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
pmin = v[0].p.min(v[1].p).min(v[2].p);
pmax = v[0].p.max(v[1].p).max(v[2].p);
break;
}
GSVector4 scissor = context->scissor.ex;
GSVector4 test = (pmax < scissor) | (pmin > scissor.zwxy());
switch(prim)
{
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
case GS_SPRITE:
test |= pmin.ceil() == pmax.ceil();
break;
}
switch(prim)
{
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
// are in line or just two of them are the same (cross product == 0)
GSVector4 tmp = (v[1].p - v[0].p) * (v[2].p - v[0].p).yxwz();
test |= tmp == tmp.yxwz();
break;
}
if(test.mask() & 3)
{
return;
}
}
switch(prim)
{
case GS_POINTLIST:
break;
case GS_LINELIST:
case GS_LINESTRIP:
if(PRIM->IIP == 0) {v[0].c = v[1].c;}
break;
case GS_TRIANGLELIST:
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
if(PRIM->IIP == 0) {v[0].c = v[2].c; v[1].c = v[2].c;}
break;
case GS_SPRITE:
break;
}
if(m_count < 30 && m_count >= 3)
{
GSVertexSW* v = &m_vertices[m_count - 3];
int tl = 0;
int br = 0;
bool isquad = false;
switch(prim)
{
case GS_TRIANGLESTRIP:
case GS_TRIANGLEFAN:
case GS_TRIANGLELIST:
isquad = GSVertexSW::IsQuad(v, tl, br);
break;
}
if(isquad)
{
m_count -= 3;
if(m_count > 0)
{
tl += m_count;
br += m_count;
Flush();
}
if(tl != 0) m_vertices[0] = m_vertices[tl];
if(br != 1) m_vertices[1] = m_vertices[br];
m_count = 2;
uint32 tmp = PRIM->PRIM;
PRIM->PRIM = GS_SPRITE;
Flush();
PRIM->PRIM = tmp;
m_perfmon.Put(GSPerfMon::Quad, 1);
return;
}
}
m_count += count;
// Flush();
}
}