GS: GSVertexTrace Multi-ISA Support

This commit is contained in:
TellowKrinkle 2021-12-18 01:30:31 -06:00 committed by TellowKrinkle
parent b69c270c31
commit 66133b8b21
8 changed files with 297 additions and 248 deletions

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@ -681,6 +681,7 @@ set(pcsx2GSSources
GS/Renderers/Common/GSRenderer.cpp
GS/Renderers/Common/GSTexture.cpp
GS/Renderers/Common/GSVertexTrace.cpp
GS/Renderers/Common/GSVertexTraceFMM.cpp
GS/Renderers/Null/GSDeviceNull.cpp
GS/Renderers/Null/GSRendererNull.cpp
GS/Renderers/Null/GSTextureNull.cpp

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@ -17,34 +17,13 @@
#include "GSVertexTrace.h"
#include "GS/GSUtil.h"
#include "GS/GSState.h"
#include <cfloat>
CONSTINIT const GSVector4 GSVertexTrace::s_minmax = GSVector4::cxpr(FLT_MAX, -FLT_MAX, 0.f, 0.f);
GSVertexTrace::GSVertexTrace(const GSState* state, bool provoking_vertex_first)
: m_accurate_stq(false), m_state(state), m_primclass(GS_INVALID_CLASS)
{
memset(&m_alpha, 0, sizeof(m_alpha));
#define InitUpdate3(P, IIP, TME, FST, COLOR) \
m_fmm[COLOR][FST][TME][IIP][P] = GetFMM<P, IIP, TME, FST, COLOR>(provoking_vertex_first);
#define InitUpdate2(P, IIP, TME) \
InitUpdate3(P, IIP, TME, 0, 0) \
InitUpdate3(P, IIP, TME, 0, 1) \
InitUpdate3(P, IIP, TME, 1, 0) \
InitUpdate3(P, IIP, TME, 1, 1) \
#define InitUpdate(P) \
InitUpdate2(P, 0, 0) \
InitUpdate2(P, 0, 1) \
InitUpdate2(P, 1, 0) \
InitUpdate2(P, 1, 1) \
InitUpdate(GS_POINT_CLASS);
InitUpdate(GS_LINE_CLASS);
InitUpdate(GS_TRIANGLE_CLASS);
InitUpdate(GS_SPRITE_CLASS);
MULTI_ISA_SELECT(GSVertexTracePopulateFunctions)(*this, provoking_vertex_first);
}
void GSVertexTrace::Update(const void* vertex, const u32* index, int v_count, int i_count, GS_PRIM_CLASS primclass)
@ -59,7 +38,7 @@ void GSVertexTrace::Update(const void* vertex, const u32* index, int v_count, in
u32 fst = m_state->PRIM->FST;
u32 color = !(m_state->PRIM->TME && m_state->m_context->TEX0.TFX == TFX_DECAL && m_state->m_context->TEX0.TCC);
(this->*m_fmm[color][fst][tme][iip][primclass])(vertex, index, i_count);
m_fmm[color][fst][tme][iip][primclass](*this, vertex, index, i_count);
// Potential float overflow detected. Better uses the slower division instead
// Note: If Q is too big, 1/Q will end up as 0. 1e30 is a random number
@ -151,222 +130,6 @@ void GSVertexTrace::Update(const void* vertex, const u32* index, int v_count, in
}
}
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color>
GSVertexTrace::FindMinMaxPtr GSVertexTrace::GetFMM(bool provoking_vertex_first)
{
constexpr bool real_iip = primclass == GS_SPRITE_CLASS ? false : iip;
constexpr bool real_fst = tme ? fst : false;
constexpr bool provoking_vertex_first_class = primclass == GS_LINE_CLASS || primclass == GS_TRIANGLE_CLASS;
const bool swap = provoking_vertex_first_class && !iip && provoking_vertex_first;
if (swap)
return &GSVertexTrace::FindMinMax<primclass, real_iip, tme, real_fst, color, true>;
else
return &GSVertexTrace::FindMinMax<primclass, real_iip, tme, real_fst, color, false>;
}
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color, bool flat_swapped>
void GSVertexTrace::FindMinMax(const void* vertex, const u32* index, int count)
{
const GSDrawingContext* context = m_state->m_context;
int n = 1;
switch (primclass)
{
case GS_POINT_CLASS:
n = 1;
break;
case GS_LINE_CLASS:
case GS_SPRITE_CLASS:
n = 2;
break;
case GS_TRIANGLE_CLASS:
n = 3;
break;
}
GSVector4 tmin = s_minmax.xxxx();
GSVector4 tmax = s_minmax.yyyy();
GSVector4i cmin = GSVector4i::xffffffff();
GSVector4i cmax = GSVector4i::zero();
GSVector4i pmin = GSVector4i::xffffffff();
GSVector4i pmax = GSVector4i::zero();
const GSVertex* RESTRICT v = (GSVertex*)vertex;
// Process 2 vertices at a time for increased efficiency
auto processVertices = [&](const GSVertex& v0, const GSVertex& v1, bool finalVertex)
{
if (color)
{
GSVector4i c0 = GSVector4i::load(v0.RGBAQ.U32[0]);
GSVector4i c1 = GSVector4i::load(v1.RGBAQ.U32[0]);
if (iip || finalVertex)
{
cmin = cmin.min_u8(c0.min_u8(c1));
cmax = cmax.max_u8(c0.max_u8(c1));
}
else if (n == 2)
{
// For even n, we process v1 and v2 of the same prim
// (For odd n, we process one vertex from each of two prims)
GSVector4i c = flat_swapped ? c0 : c1;
cmin = cmin.min_u8(c);
cmax = cmax.max_u8(c);
}
}
if (tme)
{
if (!fst)
{
GSVector4 stq0 = GSVector4::cast(GSVector4i(v0.m[0]));
GSVector4 stq1 = GSVector4::cast(GSVector4i(v1.m[0]));
GSVector4 q;
// Sprites always have indices == vertices, so we don't have to look at the index table here
if (primclass == GS_SPRITE_CLASS)
q = stq1.wwww();
else
q = stq0.wwww(stq1);
// Note: If in the future this is changed in a way that causes parts of calculations to go unused,
// make sure to remove the z (rgba) field as it's often denormal.
// Then, use GSVector4::noopt() to prevent clang from optimizing out your "useless" shuffle
// e.g. stq = (stq.xyww() / stq.wwww()).noopt().xyww(stq);
GSVector4 st = stq0.xyxy(stq1) / q;
stq0 = st.xyww(primclass == GS_SPRITE_CLASS ? stq1 : stq0);
stq1 = st.zwww(stq1);
tmin = tmin.min(stq0.min(stq1));
tmax = tmax.max(stq0.max(stq1));
}
else
{
GSVector4i uv0(v0.m[1]);
GSVector4i uv1(v1.m[1]);
GSVector4 st0 = GSVector4(uv0.uph16()).xyxy();
GSVector4 st1 = GSVector4(uv1.uph16()).xyxy();
tmin = tmin.min(st0.min(st1));
tmax = tmax.max(st0.max(st1));
}
}
GSVector4i xyzf0(v0.m[1]);
GSVector4i xyzf1(v1.m[1]);
GSVector4i xy0 = xyzf0.upl16();
GSVector4i zf0 = xyzf0.ywyw();
GSVector4i xy1 = xyzf1.upl16();
GSVector4i zf1 = xyzf1.ywyw();
GSVector4i p0 = xy0.blend32<0xc>(primclass == GS_SPRITE_CLASS ? zf1 : zf0);
GSVector4i p1 = xy1.blend32<0xc>(zf1);
pmin = pmin.min_u32(p0.min_u32(p1));
pmax = pmax.max_u32(p0.max_u32(p1));
};
if (n == 2)
{
for (int i = 0; i < count; i += 2)
{
processVertices(v[index[i + 0]], v[index[i + 1]], false);
}
}
else if (iip || n == 1) // iip means final and non-final vertexes are treated the same
{
int i = 0;
for (; i < (count - 1); i += 2) // 2x loop unroll
{
processVertices(v[index[i + 0]], v[index[i + 1]], true);
}
if (count & 1)
{
// Compiler optimizations go!
// (And if they don't, it's only one vertex out of many)
processVertices(v[index[i]], v[index[i]], true);
}
}
else if (n == 3)
{
int i = 0;
for (; i < (count - 3); i += 6)
{
processVertices(v[index[i + 0]], v[index[i + 3]], flat_swapped);
processVertices(v[index[i + 1]], v[index[i + 4]], false);
processVertices(v[index[i + 2]], v[index[i + 5]], !flat_swapped);
}
if (count & 1)
{
if (flat_swapped)
{
processVertices(v[index[i + 1]], v[index[i + 2]], false);
// Compiler optimizations go!
// (And if they don't, it's only one vertex out of many)
processVertices(v[index[i + 0]], v[index[i + 0]], true);
}
else
{
processVertices(v[index[i + 0]], v[index[i + 1]], false);
// Compiler optimizations go!
// (And if they don't, it's only one vertex out of many)
processVertices(v[index[i + 2]], v[index[i + 2]], true);
}
}
}
else
{
pxAssertRel(0, "Bad n value");
}
GSVector4 o(context->XYOFFSET);
GSVector4 s(1.0f / 16, 1.0f / 16, 2.0f, 1.0f);
m_min.p = (GSVector4(pmin) - o) * s;
m_max.p = (GSVector4(pmax) - o) * s;
// Fix signed int conversion
m_min.p = m_min.p.insert32<0, 2>(GSVector4::load((float)(u32)pmin.extract32<2>()));
m_max.p = m_max.p.insert32<0, 2>(GSVector4::load((float)(u32)pmax.extract32<2>()));
if (tme)
{
if (fst)
{
s = GSVector4(1.0f / 16, 1.0f).xxyy();
}
else
{
s = GSVector4(1 << context->TEX0.TW, 1 << context->TEX0.TH, 1, 1);
}
m_min.t = tmin * s;
m_max.t = tmax * s;
}
else
{
m_min.t = GSVector4::zero();
m_max.t = GSVector4::zero();
}
if (color)
{
m_min.c = cmin.u8to32();
m_max.c = cmax.u8to32();
}
else
{
m_min.c = GSVector4i::zero();
m_max.c = GSVector4i::zero();
}
}
void GSVertexTrace::CorrectDepthTrace(const void* vertex, int count)
{
if (m_eq.z == 0)

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@ -17,15 +17,22 @@
#include "GS/GS.h"
#include "GS/GSDrawingContext.h"
#include "GS/MultiISA.h"
#include "GSVertex.h"
#include "GS/Renderers/SW/GSVertexSW.h"
#include "GS/Renderers/HW/GSVertexHW.h"
#include "GSFunctionMap.h"
class GSState;
class GSVertexTrace;
MULTI_ISA_DEF(class GSVertexTraceFMM;)
MULTI_ISA_DEF(void GSVertexTracePopulateFunctions(GSVertexTrace& vt, bool provoking_vertex_first);)
class alignas(32) GSVertexTrace : public GSAlignedClass<32>
{
MULTI_ISA_FRIEND(GSVertexTraceFMM)
public:
struct Vertex
{
@ -42,18 +49,10 @@ public:
protected:
const GSState* m_state;
static const GSVector4 s_minmax;
typedef void (GSVertexTrace::*FindMinMaxPtr)(const void* vertex, const u32* index, int count);
typedef void (*FindMinMaxPtr)(GSVertexTrace& vt, const void* vertex, const u32* index, int count);
FindMinMaxPtr m_fmm[2][2][2][2][4];
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color, bool provoking_vertex_first>
void FindMinMax(const void* vertex, const u32* index, int count);
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color>
FindMinMaxPtr GetFMM(bool provoking_vertex_first);
public:
GS_PRIM_CLASS m_primclass;

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@ -0,0 +1,278 @@
/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "GSVertexTrace.h"
#include "GS/GSState.h"
#include <cfloat>
class CURRENT_ISA::GSVertexTraceFMM
{
static constexpr GSVector4 s_minmax = GSVector4::cxpr(FLT_MAX, -FLT_MAX, 0.f, 0.f);
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color, bool flat_swapped>
static void FindMinMax(GSVertexTrace& vt, const void* vertex, const u32* index, int count);
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color>
static constexpr GSVertexTrace::FindMinMaxPtr GetFMM(bool provoking_vertex_first);
public:
static void Populate(GSVertexTrace& vt, bool provoking_vertex_first);
};
MULTI_ISA_UNSHARED_IMPL;
void CURRENT_ISA::GSVertexTracePopulateFunctions(GSVertexTrace& vt, bool provoking_vertex_first)
{
GSVertexTraceFMM::Populate(vt, provoking_vertex_first);
}
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color>
constexpr GSVertexTrace::FindMinMaxPtr GSVertexTraceFMM::GetFMM(bool provoking_vertex_first)
{
constexpr bool real_iip = primclass == GS_SPRITE_CLASS ? false : iip;
constexpr bool real_fst = tme ? fst : false;
constexpr bool provoking_vertex_first_class = primclass == GS_LINE_CLASS || primclass == GS_TRIANGLE_CLASS;
const bool swap = provoking_vertex_first_class && !iip && provoking_vertex_first;
if (swap)
return FindMinMax<primclass, real_iip, tme, real_fst, color, true>;
else
return FindMinMax<primclass, real_iip, tme, real_fst, color, false>;
}
void GSVertexTraceFMM::Populate(GSVertexTrace& vt, bool provoking_vertex_first)
{
#define InitUpdate3(P, IIP, TME, FST, COLOR) \
vt.m_fmm[COLOR][FST][TME][IIP][P] = GetFMM<P, IIP, TME, FST, COLOR>(provoking_vertex_first);
#define InitUpdate2(P, IIP, TME) \
InitUpdate3(P, IIP, TME, 0, 0) \
InitUpdate3(P, IIP, TME, 0, 1) \
InitUpdate3(P, IIP, TME, 1, 0) \
InitUpdate3(P, IIP, TME, 1, 1) \
#define InitUpdate(P) \
InitUpdate2(P, 0, 0) \
InitUpdate2(P, 0, 1) \
InitUpdate2(P, 1, 0) \
InitUpdate2(P, 1, 1) \
InitUpdate(GS_POINT_CLASS);
InitUpdate(GS_LINE_CLASS);
InitUpdate(GS_TRIANGLE_CLASS);
InitUpdate(GS_SPRITE_CLASS);
}
template <GS_PRIM_CLASS primclass, u32 iip, u32 tme, u32 fst, u32 color, bool flat_swapped>
void GSVertexTraceFMM::FindMinMax(GSVertexTrace& vt, const void* vertex, const u32* index, int count)
{
const GSDrawingContext* context = vt.m_state->m_context;
int n = 1;
switch (primclass)
{
case GS_POINT_CLASS:
n = 1;
break;
case GS_LINE_CLASS:
case GS_SPRITE_CLASS:
n = 2;
break;
case GS_TRIANGLE_CLASS:
n = 3;
break;
}
GSVector4 tmin = s_minmax.xxxx();
GSVector4 tmax = s_minmax.yyyy();
GSVector4i cmin = GSVector4i::xffffffff();
GSVector4i cmax = GSVector4i::zero();
GSVector4i pmin = GSVector4i::xffffffff();
GSVector4i pmax = GSVector4i::zero();
const GSVertex* RESTRICT v = (GSVertex*)vertex;
// Process 2 vertices at a time for increased efficiency
auto processVertices = [&](const GSVertex& v0, const GSVertex& v1, bool finalVertex)
{
if (color)
{
GSVector4i c0 = GSVector4i::load(v0.RGBAQ.U32[0]);
GSVector4i c1 = GSVector4i::load(v1.RGBAQ.U32[0]);
if (iip || finalVertex)
{
cmin = cmin.min_u8(c0.min_u8(c1));
cmax = cmax.max_u8(c0.max_u8(c1));
}
else if (n == 2)
{
// For even n, we process v1 and v2 of the same prim
// (For odd n, we process one vertex from each of two prims)
GSVector4i c = flat_swapped ? c0 : c1;
cmin = cmin.min_u8(c);
cmax = cmax.max_u8(c);
}
}
if (tme)
{
if (!fst)
{
GSVector4 stq0 = GSVector4::cast(GSVector4i(v0.m[0]));
GSVector4 stq1 = GSVector4::cast(GSVector4i(v1.m[0]));
GSVector4 q;
// Sprites always have indices == vertices, so we don't have to look at the index table here
if (primclass == GS_SPRITE_CLASS)
q = stq1.wwww();
else
q = stq0.wwww(stq1);
// Note: If in the future this is changed in a way that causes parts of calculations to go unused,
// make sure to remove the z (rgba) field as it's often denormal.
// Then, use GSVector4::noopt() to prevent clang from optimizing out your "useless" shuffle
// e.g. stq = (stq.xyww() / stq.wwww()).noopt().xyww(stq);
GSVector4 st = stq0.xyxy(stq1) / q;
stq0 = st.xyww(primclass == GS_SPRITE_CLASS ? stq1 : stq0);
stq1 = st.zwww(stq1);
tmin = tmin.min(stq0.min(stq1));
tmax = tmax.max(stq0.max(stq1));
}
else
{
GSVector4i uv0(v0.m[1]);
GSVector4i uv1(v1.m[1]);
GSVector4 st0 = GSVector4(uv0.uph16()).xyxy();
GSVector4 st1 = GSVector4(uv1.uph16()).xyxy();
tmin = tmin.min(st0.min(st1));
tmax = tmax.max(st0.max(st1));
}
}
GSVector4i xyzf0(v0.m[1]);
GSVector4i xyzf1(v1.m[1]);
GSVector4i xy0 = xyzf0.upl16();
GSVector4i zf0 = xyzf0.ywyw();
GSVector4i xy1 = xyzf1.upl16();
GSVector4i zf1 = xyzf1.ywyw();
GSVector4i p0 = xy0.blend32<0xc>(primclass == GS_SPRITE_CLASS ? zf1 : zf0);
GSVector4i p1 = xy1.blend32<0xc>(zf1);
pmin = pmin.min_u32(p0.min_u32(p1));
pmax = pmax.max_u32(p0.max_u32(p1));
};
if (n == 2)
{
for (int i = 0; i < count; i += 2)
{
processVertices(v[index[i + 0]], v[index[i + 1]], false);
}
}
else if (iip || n == 1) // iip means final and non-final vertexes are treated the same
{
int i = 0;
for (; i < (count - 1); i += 2) // 2x loop unroll
{
processVertices(v[index[i + 0]], v[index[i + 1]], true);
}
if (count & 1)
{
// Compiler optimizations go!
// (And if they don't, it's only one vertex out of many)
processVertices(v[index[i]], v[index[i]], true);
}
}
else if (n == 3)
{
int i = 0;
for (; i < (count - 3); i += 6)
{
processVertices(v[index[i + 0]], v[index[i + 3]], flat_swapped);
processVertices(v[index[i + 1]], v[index[i + 4]], false);
processVertices(v[index[i + 2]], v[index[i + 5]], !flat_swapped);
}
if (count & 1)
{
if (flat_swapped)
{
processVertices(v[index[i + 1]], v[index[i + 2]], false);
// Compiler optimizations go!
// (And if they don't, it's only one vertex out of many)
processVertices(v[index[i + 0]], v[index[i + 0]], true);
}
else
{
processVertices(v[index[i + 0]], v[index[i + 1]], false);
// Compiler optimizations go!
// (And if they don't, it's only one vertex out of many)
processVertices(v[index[i + 2]], v[index[i + 2]], true);
}
}
}
else
{
pxAssertRel(0, "Bad n value");
}
GSVector4 o(context->XYOFFSET);
GSVector4 s(1.0f / 16, 1.0f / 16, 2.0f, 1.0f);
vt.m_min.p = (GSVector4(pmin) - o) * s;
vt.m_max.p = (GSVector4(pmax) - o) * s;
// Fix signed int conversion
vt.m_min.p = vt.m_min.p.insert32<0, 2>(GSVector4::load((float)(u32)pmin.extract32<2>()));
vt.m_max.p = vt.m_max.p.insert32<0, 2>(GSVector4::load((float)(u32)pmax.extract32<2>()));
if (tme)
{
if (fst)
{
s = GSVector4(1.0f / 16, 1.0f).xxyy();
}
else
{
s = GSVector4(1 << context->TEX0.TW, 1 << context->TEX0.TH, 1, 1);
}
vt.m_min.t = tmin * s;
vt.m_max.t = tmax * s;
}
else
{
vt.m_min.t = GSVector4::zero();
vt.m_max.t = GSVector4::zero();
}
if (color)
{
vt.m_min.c = cmin.u8to32();
vt.m_max.c = cmax.u8to32();
}
else
{
vt.m_min.c = GSVector4i::zero();
vt.m_max.c = GSVector4i::zero();
}
}

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@ -476,6 +476,7 @@
<ClCompile Include="GS\Renderers\Common\GSVertexList.cpp" />
<ClCompile Include="GS\Renderers\SW\GSVertexSW.cpp" />
<ClCompile Include="GS\Renderers\Common\GSVertexTrace.cpp" />
<ClCompile Include="GS\Renderers\Common\GSVertexTraceFMM.cpp" />
<ClCompile Include="GS\MultiISA.cpp" />
<ClCompile Include="Dump.cpp" />
<ClCompile Include="Pcsx2Config.cpp" />

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@ -1628,6 +1628,9 @@
<ClCompile Include="GS\Renderers\Common\GSVertexTrace.cpp">
<Filter>System\Ps2\GS\Renderers\Common</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\Common\GSVertexTraceFMM.cpp">
<Filter>System\Ps2\GS\Renderers\Common</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\Common\GSVertexList.cpp">
<Filter>System\Ps2\GS\Renderers\Common</Filter>
</ClCompile>

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@ -329,6 +329,7 @@
<ClCompile Include="GS\Renderers\Common\GSVertexList.cpp" />
<ClCompile Include="GS\Renderers\SW\GSVertexSW.cpp" />
<ClCompile Include="GS\Renderers\Common\GSVertexTrace.cpp" />
<ClCompile Include="GS\Renderers\Common\GSVertexTraceFMM.cpp" />
<ClCompile Include="GS\MultiISA.cpp" />
<ClCompile Include="SPU2\Windows\SndOut_XAudio2.cpp" />
<ClCompile Include="USB\USBNull.cpp" />

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@ -1121,6 +1121,9 @@
<ClCompile Include="GS\Renderers\Common\GSVertexTrace.cpp">
<Filter>System\Ps2\GS\Renderers\Common</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\Common\GSVertexTraceFMM.cpp">
<Filter>System\Ps2\GS\Renderers\Common</Filter>
</ClCompile>
<ClCompile Include="GS\Renderers\Common\GSVertexList.cpp">
<Filter>System\Ps2\GS\Renderers\Common</Filter>
</ClCompile>