/* * 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include "GSVertexTrace.h" #include "GSUtil.h" #include "GSState.h" GSVector4 GSVertexTrace::s_minmax; void GSVertexTrace::InitVectors() { s_minmax = GSVector4(FLT_MAX, -FLT_MAX); } GSVertexTrace::GSVertexTrace(const GSState* state) : 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] = &GSVertexTrace::FindMinMax; #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); } void GSVertexTrace::Update(const void* vertex, const uint32* index, int v_count, int i_count, GS_PRIM_CLASS primclass) { m_primclass = primclass; uint32 iip = m_state->PRIM->IIP; uint32 tme = m_state->PRIM->TME; uint32 fst = m_state->PRIM->FST; uint32 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_eq.value = (m_min.c == m_max.c).mask() | ((m_min.p == m_max.p).mask() << 16) | ((m_min.t == m_max.t).mask() << 20); m_alpha.valid = false; // I'm not sure of the cost. In doubt let's do it only when depth is enabled if(m_state->m_context->TEST.ZTE == 1 && m_state->m_context->TEST.ZTST > ZTST_ALWAYS) { CorrectDepthTrace(vertex, v_count); } if(m_state->PRIM->TME) { const GIFRegTEX1& TEX1 = m_state->m_context->TEX1; m_filter.mmag = TEX1.IsMagLinear(); m_filter.mmin = TEX1.IsMinLinear(); if(TEX1.MXL == 0) // MXL == 0 => MMIN ignored, tested it on ps2 { m_filter.linear = m_filter.mmag; return; } float K = (float)TEX1.K / 16; if(TEX1.LCM == 0 && m_state->PRIM->FST == 0) // FST == 1 => Q is not interpolated { // LOD = log2(1/|Q|) * (1 << L) + K GSVector4::storel(&m_lod, m_max.t.uph(m_min.t).log2(3).neg() * (float)(1 << TEX1.L) + K); if(m_lod.x > m_lod.y) {float tmp = m_lod.x; m_lod.x = m_lod.y; m_lod.y = tmp;} } else { m_lod.x = K; m_lod.y = K; } if(m_lod.y <= 0) { m_filter.linear = m_filter.mmag; } else if(m_lod.x > 0) { m_filter.linear = m_filter.mmin; } else { m_filter.linear = m_filter.mmag | m_filter.mmin; } } } template void GSVertexTrace::FindMinMax(const void* vertex, const uint32* 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(); #if _M_SSE >= 0x401 GSVector4i pmin = GSVector4i::xffffffff(); GSVector4i pmax = GSVector4i::zero(); #else GSVector4 pmin = s_minmax.xxxx(); GSVector4 pmax = s_minmax.yyyy(); #endif const GSVertex* RESTRICT v = (GSVertex*)vertex; for(int i = 0; i < count; i += n) { if(primclass == GS_POINT_CLASS) { GSVector4i c(v[index[i]].m[0]); if(color) { cmin = cmin.min_u8(c); cmax = cmax.max_u8(c); } if(tme) { if(!fst) { GSVector4 stq = GSVector4::cast(c); GSVector4 q = stq.wwww(); stq = (stq.xyww() * q.rcpnr()).xyww(q); tmin = tmin.min(stq); tmax = tmax.max(stq); } else { GSVector4i uv(v[index[i]].m[1]); GSVector4 st = GSVector4(uv.uph16()).xyxy(); tmin = tmin.min(st); tmax = tmax.max(st); } } GSVector4i xyzf(v[index[i]].m[1]); GSVector4i xy = xyzf.upl16(); GSVector4i z = xyzf.yyyy(); #if _M_SSE >= 0x401 GSVector4i p = xy.blend16<0xf0>(z.uph32(xyzf)); pmin = pmin.min_u32(p); pmax = pmax.max_u32(p); #else GSVector4 p = GSVector4(xy.upl64(z.srl32(1).upl32(xyzf.wwww()))); pmin = pmin.min(p); pmax = pmax.max(p); #endif } else if(primclass == GS_LINE_CLASS) { GSVector4i c0(v[index[i + 0]].m[0]); GSVector4i c1(v[index[i + 1]].m[0]); if(color) { if(iip) { cmin = cmin.min_u8(c0.min_u8(c1)); cmax = cmax.max_u8(c0.max_u8(c1)); } else { cmin = cmin.min_u8(c1); cmax = cmax.max_u8(c1); } } if(tme) { if(!fst) { GSVector4 stq0 = GSVector4::cast(c0); GSVector4 stq1 = GSVector4::cast(c1); GSVector4 q = stq0.wwww(stq1).rcpnr(); stq0 = (stq0.xyww() * q.xxxx()).xyww(stq0); stq1 = (stq1.xyww() * q.zzzz()).xyww(stq1); tmin = tmin.min(stq0.min(stq1)); tmax = tmax.max(stq0.max(stq1)); } else { GSVector4i uv0(v[index[i + 0]].m[1]); GSVector4i uv1(v[index[i + 1]].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(v[index[i + 0]].m[1]); GSVector4i xyzf1(v[index[i + 1]].m[1]); GSVector4i xy0 = xyzf0.upl16(); GSVector4i z0 = xyzf0.yyyy(); GSVector4i xy1 = xyzf1.upl16(); GSVector4i z1 = xyzf1.yyyy(); #if _M_SSE >= 0x401 GSVector4i p0 = xy0.blend16<0xf0>(z0.uph32(xyzf0)); GSVector4i p1 = xy1.blend16<0xf0>(z1.uph32(xyzf1)); pmin = pmin.min_u32(p0.min_u32(p1)); pmax = pmax.max_u32(p0.max_u32(p1)); #else GSVector4 p0 = GSVector4(xy0.upl64(z0.srl32(1).upl32(xyzf0.wwww()))); GSVector4 p1 = GSVector4(xy1.upl64(z1.srl32(1).upl32(xyzf1.wwww()))); pmin = pmin.min(p0.min(p1)); pmax = pmax.max(p0.max(p1)); #endif } else if(primclass == GS_TRIANGLE_CLASS) { GSVector4i c0(v[index[i + 0]].m[0]); GSVector4i c1(v[index[i + 1]].m[0]); GSVector4i c2(v[index[i + 2]].m[0]); if(color) { if(iip) { cmin = cmin.min_u8(c2).min_u8(c0.min_u8(c1)); cmax = cmax.max_u8(c2).max_u8(c0.max_u8(c1)); } else { cmin = cmin.min_u8(c2); cmax = cmax.max_u8(c2); } } if(tme) { if(!fst) { GSVector4 stq0 = GSVector4::cast(c0); GSVector4 stq1 = GSVector4::cast(c1); GSVector4 stq2 = GSVector4::cast(c2); GSVector4 q = stq0.wwww(stq1).xzww(stq2).rcpnr(); stq0 = (stq0.xyww() * q.xxxx()).xyww(stq0); stq1 = (stq1.xyww() * q.yyyy()).xyww(stq1); stq2 = (stq2.xyww() * q.zzzz()).xyww(stq2); tmin = tmin.min(stq2).min(stq0.min(stq1)); tmax = tmax.max(stq2).max(stq0.max(stq1)); } else { GSVector4i uv0(v[index[i + 0]].m[1]); GSVector4i uv1(v[index[i + 1]].m[1]); GSVector4i uv2(v[index[i + 2]].m[1]); GSVector4 st0 = GSVector4(uv0.uph16()).xyxy(); GSVector4 st1 = GSVector4(uv1.uph16()).xyxy(); GSVector4 st2 = GSVector4(uv2.uph16()).xyxy(); tmin = tmin.min(st2).min(st0.min(st1)); tmax = tmax.max(st2).max(st0.max(st1)); } } GSVector4i xyzf0(v[index[i + 0]].m[1]); GSVector4i xyzf1(v[index[i + 1]].m[1]); GSVector4i xyzf2(v[index[i + 2]].m[1]); GSVector4i xy0 = xyzf0.upl16(); GSVector4i z0 = xyzf0.yyyy(); GSVector4i xy1 = xyzf1.upl16(); GSVector4i z1 = xyzf1.yyyy(); GSVector4i xy2 = xyzf2.upl16(); GSVector4i z2 = xyzf2.yyyy(); #if _M_SSE >= 0x401 GSVector4i p0 = xy0.blend16<0xf0>(z0.uph32(xyzf0)); GSVector4i p1 = xy1.blend16<0xf0>(z1.uph32(xyzf1)); GSVector4i p2 = xy2.blend16<0xf0>(z2.uph32(xyzf2)); pmin = pmin.min_u32(p2).min_u32(p0.min_u32(p1)); pmax = pmax.max_u32(p2).max_u32(p0.max_u32(p1)); #else GSVector4 p0 = GSVector4(xy0.upl64(z0.srl32(1).upl32(xyzf0.wwww()))); GSVector4 p1 = GSVector4(xy1.upl64(z1.srl32(1).upl32(xyzf1.wwww()))); GSVector4 p2 = GSVector4(xy2.upl64(z2.srl32(1).upl32(xyzf2.wwww()))); pmin = pmin.min(p2).min(p0.min(p1)); pmax = pmax.max(p2).max(p0.max(p1)); #endif } else if(primclass == GS_SPRITE_CLASS) { GSVector4i c0(v[index[i + 0]].m[0]); GSVector4i c1(v[index[i + 1]].m[0]); if(color) { if(iip) { cmin = cmin.min_u8(c0.min_u8(c1)); cmax = cmax.max_u8(c0.max_u8(c1)); } else { cmin = cmin.min_u8(c1); cmax = cmax.max_u8(c1); } } if(tme) { if(!fst) { GSVector4 stq0 = GSVector4::cast(c0); GSVector4 stq1 = GSVector4::cast(c1); GSVector4 q = stq1.wwww().rcpnr(); stq0 = (stq0.xyww() * q).xyww(stq1); stq1 = (stq1.xyww() * q).xyww(stq1); tmin = tmin.min(stq0.min(stq1)); tmax = tmax.max(stq0.max(stq1)); } else { GSVector4i uv0(v[index[i + 0]].m[1]); GSVector4i uv1(v[index[i + 1]].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(v[index[i + 0]].m[1]); GSVector4i xyzf1(v[index[i + 1]].m[1]); GSVector4i xy0 = xyzf0.upl16(); GSVector4i z0 = xyzf0.yyyy(); GSVector4i xy1 = xyzf1.upl16(); GSVector4i z1 = xyzf1.yyyy(); #if _M_SSE >= 0x401 GSVector4i p0 = xy0.blend16<0xf0>(z0.uph32(xyzf1)); GSVector4i p1 = xy1.blend16<0xf0>(z1.uph32(xyzf1)); pmin = pmin.min_u32(p0.min_u32(p1)); pmax = pmax.max_u32(p0.max_u32(p1)); #else GSVector4 p0 = GSVector4(xy0.upl64(z0.srl32(1).upl32(xyzf1.wwww()))); GSVector4 p1 = GSVector4(xy1.upl64(z1.srl32(1).upl32(xyzf1.wwww()))); pmin = pmin.min(p0.min(p1)); pmax = pmax.max(p0.max(p1)); #endif } } // FIXME/WARNING. A division by 2 is done on the depth. I suspect to avoid // negative value. However it means that we lost the lsb bit. m_eq.z could // be true if depth isn't constant but close enough. It also imply that // pmin.z & 1 == 0 and pax.z & 1 == 0 #if _M_SSE >= 0x401 pmin = pmin.blend16<0x30>(pmin.srl32(1)); pmax = pmax.blend16<0x30>(pmax.srl32(1)); #endif 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; 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.zzzz().u8to32(); m_max.c = cmax.zzzz().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) return; // FindMinMax isn't accurate for the depth value. Lsb bit is always 0. // The code below will check that depth value is really constant // and will update m_min/m_max/m_eq accordingly // // Really impact Xenosaga3 // // Hopefully function is barely called so AVX/SSE will be useless here const GSVertex* RESTRICT v = (GSVertex*)vertex; uint32 z = v[0].XYZ.Z; // ought to check only 1/2 for sprite if (z & 1) { // Check that first bit is always 1 for (int i = 0; i < count; i++) { z &= v[i].XYZ.Z; } } else { // Check that first bit is always 0 for (int i = 0; i < count; i++) { z |= v[i].XYZ.Z; } } if (z == v[0].XYZ.Z) { m_eq.z = 1; } else { m_eq.z = 0; } }