/* * 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 "GPURendererSW.h" //#include "GSdx.h" GPURendererSW::GPURendererSW(GSDevice* dev, int threads) : GPURendererT(dev) , m_texture(NULL) { m_output = (uint32*)_aligned_malloc(m_mem.GetWidth() * m_mem.GetHeight() * sizeof(uint32), 16); m_rl.Create(threads); } GPURendererSW::~GPURendererSW() { delete m_texture; _aligned_free(m_output); } void GPURendererSW::ResetDevice() { delete m_texture; m_texture = NULL; } GSTexture* GPURendererSW::GetOutput() { GSVector4i r = m_env.GetDisplayRect(); r.left <<= m_scale.x; r.top <<= m_scale.y; r.right <<= m_scale.x; r.bottom <<= m_scale.y; if(m_dev->ResizeTexture(&m_texture, r.width(), r.height())) { m_mem.ReadFrame32(r, m_output, !!m_env.STATUS.ISRGB24); m_texture->Update(r.rsize(), m_output, m_mem.GetWidth() * sizeof(uint32)); } return m_texture; } void GPURendererSW::Draw() { const GPUDrawingEnvironment& env = m_env; // GPUScanlineGlobalData gd; gd.sel.key = 0; gd.sel.iip = env.PRIM.IIP; gd.sel.me = env.STATUS.ME; if(env.PRIM.ABE) { gd.sel.abe = env.PRIM.ABE; gd.sel.abr = env.STATUS.ABR; } gd.sel.tge = env.PRIM.TGE; if(env.PRIM.TME) { gd.sel.tme = env.PRIM.TME; gd.sel.tlu = env.STATUS.TP < 2; gd.sel.twin = (env.TWIN.u32 & 0xfffff) != 0; gd.sel.ltf = m_filter == 1 && env.PRIM.TYPE == GPU_POLYGON || m_filter == 2 ? 1 : 0; const void* t = m_mem.GetTexture(env.STATUS.TP, env.STATUS.TX, env.STATUS.TY); if(!t) {ASSERT(0); return;} gd.tex = t; gd.clut = m_mem.GetCLUT(env.STATUS.TP, env.CLUT.X, env.CLUT.Y); gd.twin = GSVector4i(env.TWIN.TWW, env.TWIN.TWH, env.TWIN.TWX, env.TWIN.TWY); } gd.sel.dtd = m_dither ? env.STATUS.DTD : 0; gd.sel.md = env.STATUS.MD; gd.sel.sprite = env.PRIM.TYPE == GPU_SPRITE; gd.sel.scalex = m_mem.GetScale().x; gd.vm = m_mem.GetPixelAddress(0, 0); // GSRasterizerData data; data.vertices = m_vertices; data.count = m_count; data.frame = m_perfmon.GetFrame(); data.param = &gd; data.scissor.left = (int)m_env.DRAREATL.X << m_scale.x; data.scissor.top = (int)m_env.DRAREATL.Y << m_scale.y; data.scissor.right = min((int)(m_env.DRAREABR.X + 1) << m_scale.x, m_mem.GetWidth()); data.scissor.bottom = min((int)(m_env.DRAREABR.Y + 1) << m_scale.y, m_mem.GetHeight()); switch(env.PRIM.TYPE) { case GPU_POLYGON: data.primclass = GS_TRIANGLE_CLASS; break; case GPU_LINE: data.primclass = GS_LINE_CLASS; break; case GPU_SPRITE: data.primclass = GS_SPRITE_CLASS; break; default: __assume(0); } // TODO: VertexTrace GSVector4 tl(+1e10f); GSVector4 br(-1e10f); for(int i = 0, j = m_count; i < j; i++) { GSVector4 p = m_vertices[i].p; tl = tl.min(p); br = br.max(p); } GSVector4i r = GSVector4i(tl.xyxy(br)).rintersect(data.scissor); r.left >>= m_scale.x; r.top >>= m_scale.y; r.right >>= m_scale.x; r.bottom >>= m_scale.y; m_rl.Draw(&data, r.width(), r.height()); Invalidate(r); m_rl.Sync(); GSRasterizerStats stats; m_rl.GetStats(stats); m_perfmon.Put(GSPerfMon::Draw, 1); m_perfmon.Put(GSPerfMon::Prim, stats.prims); m_perfmon.Put(GSPerfMon::Fillrate, stats.pixels); } void GPURendererSW::VertexKick() { GSVertexSW& dst = m_vl.AddTail(); // TODO: x/y + off.x/y should wrap around at +/-1024 int x = (int)(m_v.XY.X + m_env.DROFF.X) << m_scale.x; int y = (int)(m_v.XY.Y + m_env.DROFF.Y) << m_scale.y; int u = m_v.UV.X; int v = m_v.UV.Y; GSVector4 pt(x, y, u, v); dst.p = pt.xyxy(GSVector4::zero()); dst.t = (pt.zwzw(GSVector4::zero()) + GSVector4(0.125f)) * 256.0f; // dst.c = GSVector4(m_v.RGB.u32) * 128.0f; dst.c = GSVector4(GSVector4i::load((int)m_v.RGB.u32).u8to32() << 7); int count = 0; if(GSVertexSW* v = DrawingKick(count)) { // TODO m_count += count; } }