pcsx2/plugins/GSdx/Renderers/Common/GSVertexTrace.cpp

605 lines
14 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, 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_accurate_stq(false), m_state(state), m_primclass(GS_INVALID_CLASS)
{
m_force_filter = static_cast<BiFiltering>(theApp.GetConfigI("filter"));
memset(&m_alpha, 0, sizeof(m_alpha));
#define InitUpdate3(P, IIP, TME, FST, COLOR) \
m_fmm[0][COLOR][FST][TME][IIP][P] = &GSVertexTrace::FindMinMax<P, IIP, TME, FST, COLOR, 0>; \
m_fmm[1][COLOR][FST][TME][IIP][P] = &GSVertexTrace::FindMinMax<P, IIP, TME, FST, COLOR, 1>; \
#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[m_accurate_stq][color][fst][tme][iip][primclass])(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
// that feel big enough.
if (!fst && !m_accurate_stq && m_min.t.z > 1e30) {
fprintf(stderr, "Vertex Trace: float overflow detected ! min %e max %e\n", m_min.t.z, m_max.t.z);
m_accurate_stq = true;
(this->*m_fmm[m_accurate_stq][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;
}
else
{
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;
}
}
switch (m_force_filter)
{
case BiFiltering::Nearest:
m_filter.opt_linear = 0;
break;
case BiFiltering::Forced_But_Sprite:
// Special case to reduce the number of glitch when upscaling is enabled
m_filter.opt_linear = (m_primclass == GS_SPRITE_CLASS) ? m_filter.linear : 1;
break;
case BiFiltering::Forced:
m_filter.opt_linear = 1;
break;
case BiFiltering::PS2:
default:
m_filter.opt_linear = m_filter.linear;
break;
}
}
}
template<GS_PRIM_CLASS primclass, uint32 iip, uint32 tme, uint32 fst, uint32 color, uint32 accurate_stq>
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();
if (accurate_stq)
stq = (stq.xyww() / q).xyww(q);
else
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);
if(accurate_stq)
{
GSVector4 q = stq0.wwww(stq1);
stq0 = (stq0.xyww() / q.xxxx()).xyww(stq0);
stq1 = (stq1.xyww() / q.zzzz()).xyww(stq1);
}
else
{
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);
if(accurate_stq)
{
GSVector4 q = stq0.wwww(stq1).xzww(stq2);
stq0 = (stq0.xyww() / q.xxxx()).xyww(stq0);
stq1 = (stq1.xyww() / q.yyyy()).xyww(stq1);
stq2 = (stq2.xyww() / q.zzzz()).xyww(stq2);
}
else
{
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);
if(accurate_stq)
{
GSVector4 q = stq1.wwww();
stq0 = (stq0.xyww() / q).xyww(stq1);
stq1 = (stq1.xyww() / q).xyww(stq1);
}
else
{
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;
}
}