mirror of
https://github.com/Lime3DS/Lime3DS
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renderer_software: Multi-thread processing (#6698)
* renderer_software: Multi-thread processing * Doubles the performance in most cases * renderer_software: Move memory access out of the raster loop * Profiling shows this has a significant impact
This commit is contained in:
parent
8b218e1b7d
commit
d1f600601d
4 changed files with 201 additions and 181 deletions
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@ -41,10 +41,22 @@ Framebuffer::Framebuffer(Memory::MemorySystem& memory_, const Pica::FramebufferR
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Framebuffer::~Framebuffer() = default;
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void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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void Framebuffer::Bind() {
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PAddr addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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if (color_addr != addr) [[unlikely]] {
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color_addr = addr;
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color_buffer = memory.GetPhysicalPointer(color_addr);
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}
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addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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if (depth_addr != addr) [[unlikely]] {
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depth_addr = addr;
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depth_buffer = memory.GetPhysicalPointer(depth_addr);
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}
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}
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void Framebuffer::DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const {
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const auto& framebuffer = regs.framebuffer;
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// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
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// NOTE: The framebuffer height register contains the actual FB height minus one.
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y = framebuffer.height - y;
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@ -54,8 +66,7 @@ void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const {
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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u8* depth_buffer = memory.GetPhysicalPointer(addr);
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u8* dst_pixel = depth_buffer + dst_offset;
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u8* dst_pixel = color_buffer + dst_offset;
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switch (framebuffer.color_format) {
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case FramebufferRegs::ColorFormat::RGBA8:
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@ -80,10 +91,8 @@ void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const {
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}
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}
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const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const {
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const Common::Vec4<u8> Framebuffer::GetPixel(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -91,7 +100,6 @@ const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const {
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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const u8* color_buffer = memory.GetPhysicalPointer(addr);
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const u8* src_pixel = color_buffer + src_offset;
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switch (framebuffer.color_format) {
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@ -114,10 +122,8 @@ const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const {
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return {0, 0, 0, 0};
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}
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u32 Framebuffer::GetDepth(int x, int y) const {
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u32 Framebuffer::GetDepth(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -125,7 +131,6 @@ u32 Framebuffer::GetDepth(int x, int y) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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const u8* depth_buffer = memory.GetPhysicalPointer(addr);
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const u8* src_pixel = depth_buffer + src_offset;
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switch (framebuffer.depth_format) {
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@ -143,10 +148,8 @@ u32 Framebuffer::GetDepth(int x, int y) const {
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}
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}
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u8 Framebuffer::GetStencil(int x, int y) const {
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u8 Framebuffer::GetStencil(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -154,7 +157,6 @@ u8 Framebuffer::GetStencil(int x, int y) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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const u8* depth_buffer = memory.GetPhysicalPointer(addr);
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const u8* src_pixel = depth_buffer + src_offset;
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switch (framebuffer.depth_format) {
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@ -169,10 +171,8 @@ u8 Framebuffer::GetStencil(int x, int y) const {
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}
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}
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void Framebuffer::SetDepth(int x, int y, u32 value) const {
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void Framebuffer::SetDepth(u32 x, u32 y, u32 value) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -180,7 +180,6 @@ void Framebuffer::SetDepth(int x, int y, u32 value) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* depth_buffer = memory.GetPhysicalPointer(addr);
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u8* dst_pixel = depth_buffer + dst_offset;
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switch (framebuffer.depth_format) {
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@ -201,10 +200,8 @@ void Framebuffer::SetDepth(int x, int y, u32 value) const {
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}
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}
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void Framebuffer::SetStencil(int x, int y, u8 value) const {
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void Framebuffer::SetStencil(u32 x, u32 y, u8 value) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -212,7 +209,6 @@ void Framebuffer::SetStencil(int x, int y, u8 value) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* depth_buffer = memory.GetPhysicalPointer(addr);
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u8* dst_pixel = depth_buffer + dst_offset;
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switch (framebuffer.depth_format) {
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@ -231,7 +227,7 @@ void Framebuffer::SetStencil(int x, int y, u8 value) const {
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}
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}
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void Framebuffer::DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) const {
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void Framebuffer::DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const {
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const auto& framebuffer = regs.framebuffer;
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const auto& shadow = regs.shadow;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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@ -23,30 +23,37 @@ public:
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explicit Framebuffer(Memory::MemorySystem& memory, const Pica::FramebufferRegs& framebuffer);
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~Framebuffer();
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/// Updates the framebuffer addresses from the PICA registers.
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void Bind();
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/// Draws a pixel at the specified coordinates.
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void DrawPixel(int x, int y, const Common::Vec4<u8>& color) const;
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void DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const;
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/// Returns the current color at the specified coordinates.
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[[nodiscard]] const Common::Vec4<u8> GetPixel(int x, int y) const;
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[[nodiscard]] const Common::Vec4<u8> GetPixel(u32 x, u32 y) const;
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/// Returns the depth value at the specified coordinates.
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[[nodiscard]] u32 GetDepth(int x, int y) const;
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[[nodiscard]] u32 GetDepth(u32 x, u32 y) const;
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/// Returns the stencil value at the specified coordinates.
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[[nodiscard]] u8 GetStencil(int x, int y) const;
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[[nodiscard]] u8 GetStencil(u32 x, u32 y) const;
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/// Stores the provided depth value at the specified coordinates.
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void SetDepth(int x, int y, u32 value) const;
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void SetDepth(u32 x, u32 y, u32 value) const;
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/// Stores the provided stencil value at the specified coordinates.
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void SetStencil(int x, int y, u8 value) const;
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void SetStencil(u32 x, u32 y, u8 value) const;
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/// Draws a pixel to the shadow buffer.
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void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) const;
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void DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const;
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private:
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Memory::MemorySystem& memory;
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const Pica::FramebufferRegs& regs;
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PAddr color_addr;
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u8* color_buffer{};
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PAddr depth_addr;
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u8* depth_buffer{};
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};
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u8 PerformStencilAction(Pica::FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref);
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@ -96,7 +96,9 @@ private:
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} // Anonymous namespace
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RasterizerSoftware::RasterizerSoftware(Memory::MemorySystem& memory_)
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: memory{memory_}, state{Pica::g_state}, regs{state.regs}, fb{memory, regs.framebuffer} {}
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: memory{memory_}, state{Pica::g_state}, regs{state.regs},
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num_sw_threads{std::max(std::thread::hardware_concurrency(), 2U)},
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sw_workers{num_sw_threads, "SwRenderer workers"}, fb{memory, regs.framebuffer} {}
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void RasterizerSoftware::AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::Shader::OutputVertex& v1,
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@ -289,167 +291,180 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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const auto w_inverse = Common::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
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auto textures = regs.texturing.GetTextures();
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const auto textures = regs.texturing.GetTextures();
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const auto tev_stages = regs.texturing.GetTevStages();
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fb.Bind();
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// TODO: Not sure if looping through x first might be faster
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for (u16 y = min_y + 8; y < max_y; y += 0x10) {
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for (u16 x = min_x + 8; x < max_x; x += 0x10) {
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// Do not process the pixel if it's inside the scissor box and the scissor mode is set
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// to Exclude.
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if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) {
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if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2) {
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const auto process_scanline = [&, y] {
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for (u16 x = min_x + 8; x < max_x; x += 0x10) {
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// Do not process the pixel if it's inside the scissor box and the scissor mode is
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// set to Exclude.
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if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) {
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if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2) {
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continue;
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}
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}
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// Calculate the barycentric coordinates w0, w1 and w2
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const s32 w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
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const s32 w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
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const s32 w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
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const s32 wsum = w0 + w1 + w2;
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// If current pixel is not covered by the current primitive
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if (w0 < 0 || w1 < 0 || w2 < 0) {
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continue;
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}
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}
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// Calculate the barycentric coordinates w0, w1 and w2
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const s32 w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y});
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const s32 w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y});
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const s32 w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y});
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const s32 wsum = w0 + w1 + w2;
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const auto baricentric_coordinates = Common::MakeVec(
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f24::FromFloat32(static_cast<f32>(w0)), f24::FromFloat32(static_cast<f32>(w1)),
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f24::FromFloat32(static_cast<f32>(w2)));
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const f24 interpolated_w_inverse =
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f24::One() / Common::Dot(w_inverse, baricentric_coordinates);
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// If current pixel is not covered by the current primitive
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if (w0 < 0 || w1 < 0 || w2 < 0) {
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continue;
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}
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// interpolated_z = z / w
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const float interpolated_z_over_w =
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(v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) /
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wsum;
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const auto baricentric_coordinates = Common::MakeVec(
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f24::FromFloat32(static_cast<f32>(w0)), f24::FromFloat32(static_cast<f32>(w1)),
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f24::FromFloat32(static_cast<f32>(w2)));
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const f24 interpolated_w_inverse =
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f24::One() / Common::Dot(w_inverse, baricentric_coordinates);
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// Not fully accurate. About 3 bits in precision are missing.
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// Z-Buffer (z / w * scale + offset)
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const float depth_scale =
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f24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
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const float depth_offset =
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f24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
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float depth = interpolated_z_over_w * depth_scale + depth_offset;
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// interpolated_z = z / w
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const float interpolated_z_over_w =
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(v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) /
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wsum;
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// Potentially switch to W-Buffer
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if (regs.rasterizer.depthmap_enable ==
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Pica::RasterizerRegs::DepthBuffering::WBuffering) {
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// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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depth *= interpolated_w_inverse.ToFloat32() * wsum;
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}
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// Not fully accurate. About 3 bits in precision are missing.
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// Z-Buffer (z / w * scale + offset)
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const float depth_scale =
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f24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
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const float depth_offset =
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f24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
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float depth = interpolated_z_over_w * depth_scale + depth_offset;
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// Clamp the result
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depth = std::clamp(depth, 0.0f, 1.0f);
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// Potentially switch to W-Buffer
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if (regs.rasterizer.depthmap_enable ==
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Pica::RasterizerRegs::DepthBuffering::WBuffering) {
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// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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depth *= interpolated_w_inverse.ToFloat32() * wsum;
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}
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// Clamp the result
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depth = std::clamp(depth, 0.0f, 1.0f);
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/**
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* Perspective correct attribute interpolation:
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* Attribute values cannot be calculated by simple linear interpolation since
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* they are not linear in screen space. For example, when interpolating a
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* texture coordinate across two vertices, something simple like
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* u = (u0*w0 + u1*w1)/(w0+w1)
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* will not work. However, the attribute value divided by the
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* clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
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* in screenspace. Hence, we can linearly interpolate these two independently and
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* calculate the interpolated attribute by dividing the results.
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* I.e.
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* u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
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* one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
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* u = u_over_w / one_over_w
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*
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* The generalization to three vertices is straightforward in baricentric coordinates.
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**/
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const auto get_interpolated_attribute = [&](f24 attr0, f24 attr1, f24 attr2) {
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auto attr_over_w = Common::MakeVec(attr0, attr1, attr2);
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f24 interpolated_attr_over_w = Common::Dot(attr_over_w, baricentric_coordinates);
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return interpolated_attr_over_w * interpolated_w_inverse;
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};
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const Common::Vec4<u8> primary_color{
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static_cast<u8>(
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round(get_interpolated_attribute(v0.color.r(), v1.color.r(), v2.color.r())
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.ToFloat32() *
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255)),
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static_cast<u8>(
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round(get_interpolated_attribute(v0.color.g(), v1.color.g(), v2.color.g())
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.ToFloat32() *
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255)),
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static_cast<u8>(
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round(get_interpolated_attribute(v0.color.b(), v1.color.b(), v2.color.b())
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.ToFloat32() *
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255)),
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static_cast<u8>(
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round(get_interpolated_attribute(v0.color.a(), v1.color.a(), v2.color.a())
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.ToFloat32() *
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255)),
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};
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std::array<Common::Vec2<f24>, 3> uv;
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uv[0].u() = get_interpolated_attribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
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uv[0].v() = get_interpolated_attribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
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uv[1].u() = get_interpolated_attribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
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uv[1].v() = get_interpolated_attribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
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uv[2].u() = get_interpolated_attribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
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uv[2].v() = get_interpolated_attribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v());
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// Sample bound texture units.
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const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
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const auto texture_color = TextureColor(uv, textures, tc0_w);
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||||
Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
|
||||
Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
|
||||
|
||||
if (!regs.lighting.disable) {
|
||||
const auto normquat =
|
||||
Common::Quaternion<f32>{
|
||||
{get_interpolated_attribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
|
||||
get_interpolated_attribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
|
||||
get_interpolated_attribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
|
||||
get_interpolated_attribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
|
||||
}
|
||||
.Normalized();
|
||||
|
||||
const Common::Vec3f view{
|
||||
get_interpolated_attribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
|
||||
get_interpolated_attribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
|
||||
get_interpolated_attribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
|
||||
/**
|
||||
* Perspective correct attribute interpolation:
|
||||
* Attribute values cannot be calculated by simple linear interpolation since
|
||||
* they are not linear in screen space. For example, when interpolating a
|
||||
* texture coordinate across two vertices, something simple like
|
||||
* u = (u0*w0 + u1*w1)/(w0+w1)
|
||||
* will not work. However, the attribute value divided by the
|
||||
* clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear
|
||||
* in screenspace. Hence, we can linearly interpolate these two independently and
|
||||
* calculate the interpolated attribute by dividing the results.
|
||||
* I.e.
|
||||
* u_over_w = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1)
|
||||
* one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
|
||||
* u = u_over_w / one_over_w
|
||||
*
|
||||
* The generalization to three vertices is straightforward in baricentric
|
||||
*coordinates.
|
||||
**/
|
||||
const auto get_interpolated_attribute = [&](f24 attr0, f24 attr1, f24 attr2) {
|
||||
auto attr_over_w = Common::MakeVec(attr0, attr1, attr2);
|
||||
f24 interpolated_attr_over_w =
|
||||
Common::Dot(attr_over_w, baricentric_coordinates);
|
||||
return interpolated_attr_over_w * interpolated_w_inverse;
|
||||
};
|
||||
std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
|
||||
regs.lighting, state.lighting, normquat, view, texture_color);
|
||||
}
|
||||
|
||||
// Write the TEV stages.
|
||||
auto combiner_output = WriteTevConfig(texture_color, tev_stages, primary_color,
|
||||
primary_fragment_color, secondary_fragment_color);
|
||||
const Common::Vec4<u8> primary_color{
|
||||
static_cast<u8>(
|
||||
round(get_interpolated_attribute(v0.color.r(), v1.color.r(), v2.color.r())
|
||||
.ToFloat32() *
|
||||
255)),
|
||||
static_cast<u8>(
|
||||
round(get_interpolated_attribute(v0.color.g(), v1.color.g(), v2.color.g())
|
||||
.ToFloat32() *
|
||||
255)),
|
||||
static_cast<u8>(
|
||||
round(get_interpolated_attribute(v0.color.b(), v1.color.b(), v2.color.b())
|
||||
.ToFloat32() *
|
||||
255)),
|
||||
static_cast<u8>(
|
||||
round(get_interpolated_attribute(v0.color.a(), v1.color.a(), v2.color.a())
|
||||
.ToFloat32() *
|
||||
255)),
|
||||
};
|
||||
|
||||
const auto& output_merger = regs.framebuffer.output_merger;
|
||||
if (output_merger.fragment_operation_mode ==
|
||||
FramebufferRegs::FragmentOperationMode::Shadow) {
|
||||
u32 depth_int = static_cast<u32>(depth * 0xFFFFFF);
|
||||
// Use green color as the shadow intensity
|
||||
u8 stencil = combiner_output.y;
|
||||
fb.DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil);
|
||||
// Skip the normal output merger pipeline if it is in shadow mode
|
||||
continue;
|
||||
}
|
||||
std::array<Common::Vec2<f24>, 3> uv;
|
||||
uv[0].u() = get_interpolated_attribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u());
|
||||
uv[0].v() = get_interpolated_attribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v());
|
||||
uv[1].u() = get_interpolated_attribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u());
|
||||
uv[1].v() = get_interpolated_attribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v());
|
||||
uv[2].u() = get_interpolated_attribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u());
|
||||
uv[2].v() = get_interpolated_attribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v());
|
||||
|
||||
// Does alpha testing happen before or after stencil?
|
||||
if (!DoAlphaTest(combiner_output.a())) {
|
||||
continue;
|
||||
// Sample bound texture units.
|
||||
const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w);
|
||||
const auto texture_color = TextureColor(uv, textures, tc0_w);
|
||||
|
||||
Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
|
||||
Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
|
||||
|
||||
if (!regs.lighting.disable) {
|
||||
const auto normquat =
|
||||
Common::Quaternion<f32>{
|
||||
{get_interpolated_attribute(v0.quat.x, v1.quat.x, v2.quat.x)
|
||||
.ToFloat32(),
|
||||
get_interpolated_attribute(v0.quat.y, v1.quat.y, v2.quat.y)
|
||||
.ToFloat32(),
|
||||
get_interpolated_attribute(v0.quat.z, v1.quat.z, v2.quat.z)
|
||||
.ToFloat32()},
|
||||
get_interpolated_attribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
|
||||
}
|
||||
.Normalized();
|
||||
|
||||
const Common::Vec3f view{
|
||||
get_interpolated_attribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(),
|
||||
get_interpolated_attribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
|
||||
get_interpolated_attribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
|
||||
};
|
||||
std::tie(primary_fragment_color, secondary_fragment_color) =
|
||||
ComputeFragmentsColors(regs.lighting, state.lighting, normquat, view,
|
||||
texture_color);
|
||||
}
|
||||
|
||||
// Write the TEV stages.
|
||||
auto combiner_output =
|
||||
WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color,
|
||||
secondary_fragment_color);
|
||||
|
||||
const auto& output_merger = regs.framebuffer.output_merger;
|
||||
if (output_merger.fragment_operation_mode ==
|
||||
FramebufferRegs::FragmentOperationMode::Shadow) {
|
||||
const u32 depth_int = static_cast<u32>(depth * 0xFFFFFF);
|
||||
// Use green color as the shadow intensity
|
||||
const u8 stencil = combiner_output.y;
|
||||
fb.DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil);
|
||||
// Skip the normal output merger pipeline if it is in shadow mode
|
||||
continue;
|
||||
}
|
||||
|
||||
// Does alpha testing happen before or after stencil?
|
||||
if (!DoAlphaTest(combiner_output.a())) {
|
||||
continue;
|
||||
}
|
||||
WriteFog(depth, combiner_output);
|
||||
if (!DoDepthStencilTest(x, y, depth)) {
|
||||
continue;
|
||||
}
|
||||
const auto result = PixelColor(x, y, combiner_output);
|
||||
if (regs.framebuffer.framebuffer.allow_color_write != 0) {
|
||||
fb.DrawPixel(x >> 4, y >> 4, result);
|
||||
}
|
||||
}
|
||||
WriteFog(combiner_output, depth);
|
||||
if (!DoDepthStencilTest(x, y, depth)) {
|
||||
continue;
|
||||
}
|
||||
const auto result = PixelColor(x, y, combiner_output);
|
||||
if (regs.framebuffer.framebuffer.allow_color_write != 0) {
|
||||
fb.DrawPixel(x >> 4, y >> 4, result);
|
||||
}
|
||||
}
|
||||
};
|
||||
sw_workers.QueueWork(std::move(process_scanline));
|
||||
}
|
||||
sw_workers.WaitForRequests();
|
||||
}
|
||||
|
||||
std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor(
|
||||
|
@ -573,7 +588,7 @@ std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor(
|
|||
}
|
||||
|
||||
Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y,
|
||||
Common::Vec4<u8>& combiner_output) const {
|
||||
Common::Vec4<u8> combiner_output) const {
|
||||
const auto dest = fb.GetPixel(x >> 4, y >> 4);
|
||||
Common::Vec4<u8> blend_output = combiner_output;
|
||||
|
||||
|
@ -771,7 +786,7 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
|
|||
return combiner_output;
|
||||
}
|
||||
|
||||
void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const {
|
||||
void RasterizerSoftware::WriteFog(float depth, Common::Vec4<u8>& combiner_output) const {
|
||||
/**
|
||||
* Apply fog combiner. Not fully accurate. We'd have to know what data type is used to
|
||||
* store the depth etc. Using float for now until we know more about Pica datatypes.
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#pragma once
|
||||
|
||||
#include <span>
|
||||
|
||||
#include "common/thread_worker.h"
|
||||
#include "video_core/rasterizer_interface.h"
|
||||
#include "video_core/regs_texturing.h"
|
||||
#include "video_core/renderer_software/sw_clipper.h"
|
||||
|
@ -52,7 +52,7 @@ private:
|
|||
std::span<const Pica::TexturingRegs::FullTextureConfig, 3> textures, f24 tc0_w) const;
|
||||
|
||||
/// Returns the final pixel color with blending or logic ops applied.
|
||||
Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const;
|
||||
Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8> combiner_output) const;
|
||||
|
||||
/// Emulates the TEV configuration and returns the combiner output.
|
||||
Common::Vec4<u8> WriteTevConfig(
|
||||
|
@ -62,7 +62,7 @@ private:
|
|||
Common::Vec4<u8> secondary_fragment_color);
|
||||
|
||||
/// Blends fog to the combiner output if enabled.
|
||||
void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const;
|
||||
void WriteFog(float depth, Common::Vec4<u8>& combiner_output) const;
|
||||
|
||||
/// Performs the alpha test. Returns false if the test failed.
|
||||
bool DoAlphaTest(u8 alpha) const;
|
||||
|
@ -74,6 +74,8 @@ private:
|
|||
Memory::MemorySystem& memory;
|
||||
Pica::State& state;
|
||||
const Pica::Regs& regs;
|
||||
size_t num_sw_threads;
|
||||
Common::ThreadWorker sw_workers;
|
||||
Framebuffer fb;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue