pcsx2/plugins/GSdx/GPURendererSW.cpp

197 lines
4.5 KiB
C++

/*
* 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<GSVertexSW>(dev)
, m_texture(NULL)
{
m_output = (uint32*)_aligned_malloc(m_mem.GetWidth() * m_mem.GetHeight() * sizeof(uint32), 16);
m_rl.Create<GPUDrawScanline>(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;
}
}