// Copyright (c) 2013- PPSSPP Project. // 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, version 2.0 or later versions. // 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "ppsspp_config.h" #include #include #include "Common/Common.h" #include "Common/CPUDetect.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/Profiler/Profiler.h" #include "Common/StringUtils.h" #include "Core/Config.h" #include "Core/Debugger/MemBlockInfo.h" #include "Core/MemMap.h" #include "Core/Reporting.h" #include "GPU/GPUState.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Software/BinManager.h" #include "GPU/Software/DrawPixel.h" #include "GPU/Software/Rasterizer.h" #include "GPU/Software/Sampler.h" #include "GPU/Software/SoftGpu.h" #include "GPU/Software/TransformUnit.h" #if defined(_M_SSE) #include #include #endif namespace Rasterizer { // Only OK on x64 where our stack is aligned #if defined(_M_SSE) && !PPSSPP_ARCH(X86) static inline __m128 Interpolate(const __m128 &c0, const __m128 &c1, const __m128 &c2, int w0, int w1, int w2, float wsum) { __m128 v = _mm_mul_ps(c0, _mm_cvtepi32_ps(_mm_set1_epi32(w0))); v = _mm_add_ps(v, _mm_mul_ps(c1, _mm_cvtepi32_ps(_mm_set1_epi32(w1)))); v = _mm_add_ps(v, _mm_mul_ps(c2, _mm_cvtepi32_ps(_mm_set1_epi32(w2)))); return _mm_mul_ps(v, _mm_set_ps1(wsum)); } static inline __m128i Interpolate(const __m128i &c0, const __m128i &c1, const __m128i &c2, int w0, int w1, int w2, float wsum) { return _mm_cvtps_epi32(Interpolate(_mm_cvtepi32_ps(c0), _mm_cvtepi32_ps(c1), _mm_cvtepi32_ps(c2), w0, w1, w2, wsum)); } #endif // NOTE: When not casting color0 and color1 to float vectors, this code suffers from severe overflow issues. // Not sure if that should be regarded as a bug or if casting to float is a valid fix. static inline Vec4 Interpolate(const Vec4 &c0, const Vec4 &c1, const Vec4 &c2, int w0, int w1, int w2, float wsum) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) return Vec4(Interpolate(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum)); #else return ((c0.Cast() * w0 + c1.Cast() * w1 + c2.Cast() * w2) * wsum).Cast(); #endif } static inline Vec3 Interpolate(const Vec3 &c0, const Vec3 &c1, const Vec3 &c2, int w0, int w1, int w2, float wsum) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) return Vec3(Interpolate(c0.ivec, c1.ivec, c2.ivec, w0, w1, w2, wsum)); #else return ((c0.Cast() * w0 + c1.Cast() * w1 + c2.Cast() * w2) * wsum).Cast(); #endif } static inline Vec4 Interpolate(const float &c0, const float &c1, const float &c2, const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &wsum_recip) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) __m128 v = _mm_mul_ps(w0.vec, _mm_set1_ps(c0)); v = _mm_add_ps(v, _mm_mul_ps(w1.vec, _mm_set1_ps(c1))); v = _mm_add_ps(v, _mm_mul_ps(w2.vec, _mm_set1_ps(c2))); return _mm_mul_ps(v, wsum_recip.vec); #else return (w0 * c0 + w1 * c1 + w2 * c2) * wsum_recip; #endif } static inline Vec4 Interpolate(const float &c0, const float &c1, const float &c2, const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &wsum_recip) { return Interpolate(c0, c1, c2, w0.Cast(), w1.Cast(), w2.Cast(), wsum_recip); } void ComputeRasterizerState(RasterizerState *state, bool throughMode) { ComputePixelFuncID(&state->pixelID, throughMode); state->drawPixel = Rasterizer::GetSingleFunc(state->pixelID); state->enableTextures = gstate.isTextureMapEnabled() && !state->pixelID.clearMode; if (state->enableTextures) { ComputeSamplerID(&state->samplerID); state->linear = Sampler::GetLinearFunc(state->samplerID); state->nearest = Sampler::GetNearestFunc(state->samplerID); // Since the definitions are the same, just force this setting using the func pointer. if (g_Config.iTexFiltering == TEX_FILTER_FORCE_LINEAR) { state->nearest = state->linear; } else if (g_Config.iTexFiltering == TEX_FILTER_FORCE_NEAREST) { state->linear = state->nearest; } state->maxTexLevel = state->samplerID.hasAnyMips ? gstate.getTextureMaxLevel() : 0; GETextureFormat texfmt = state->samplerID.TexFmt(); for (uint8_t i = 0; i <= state->maxTexLevel; i++) { u32 texaddr = gstate.getTextureAddress(i); state->texaddr[i] = texaddr; state->texbufw[i] = (uint16_t)GetTextureBufw(i, texaddr, texfmt); if (Memory::IsValidAddress(texaddr)) state->texptr[i] = Memory::GetPointerUnchecked(texaddr); else state->texptr[i] = nullptr; } state->textureLodSlope = gstate.getTextureLodSlope(); state->texLevelMode = gstate.getTexLevelMode(); state->texLevelOffset = (int8_t)gstate.getTexLevelOffset16(); state->mipFilt = gstate.isMipmapFilteringEnabled(); state->minFilt = gstate.isMinifyFilteringEnabled(); state->magFilt = gstate.isMagnifyFilteringEnabled(); } state->shadeGouraud = gstate.getShadeMode() == GE_SHADE_GOURAUD; state->throughMode = throughMode; state->antialiasLines = gstate.isAntiAliasEnabled(); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) DisplayList currentList{}; if (gpuDebug) gpuDebug->GetCurrentDisplayList(currentList); state->listPC = currentList.pc; #endif } static inline u8 ClampFogDepth(float fogdepth) { union FloatBits { float f; u32 u; }; FloatBits f; f.f = fogdepth; u32 exp = f.u >> 23; if ((f.u & 0x80000000) != 0 || exp <= 126 - 8) return 0; if (exp > 126) return 255; u32 mantissa = (f.u & 0x007FFFFF) | 0x00800000; return mantissa >> (16 + 126 - exp); } static inline void GetTextureCoordinates(const VertexData& v0, const VertexData& v1, const float p, float &s, float &t) { // All UV gen modes, by the time they get here, behave the same. // TODO: What happens if vertex has no texture coordinates? // Note that for environment mapping, texture coordinates have been calculated during lighting float q0 = 1.f / v0.clippos.w; float q1 = 1.f / v1.clippos.w; float wq0 = p * q0; float wq1 = (1.0f - p) * q1; float q_recip = 1.0f / (wq0 + wq1); s = (v0.texturecoords.s() * wq0 + v1.texturecoords.s() * wq1) * q_recip; t = (v0.texturecoords.t() * wq0 + v1.texturecoords.t() * wq1) * q_recip; } static inline void GetTextureCoordinates(const VertexData &v0, const VertexData &v1, const VertexData &v2, const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &wsum_recip, Vec4 &s, Vec4 &t) { // All UV gen modes, by the time they get here, behave the same. // TODO: What happens if vertex has no texture coordinates? // Note that for environment mapping, texture coordinates have been calculated during lighting. float q0 = 1.f / v0.clippos.w; float q1 = 1.f / v1.clippos.w; float q2 = 1.f / v2.clippos.w; Vec4 wq0 = w0.Cast() * q0; Vec4 wq1 = w1.Cast() * q1; Vec4 wq2 = w2.Cast() * q2; Vec4 q_recip = (wq0 + wq1 + wq2).Reciprocal(); s = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), wq0, wq1, wq2, q_recip); t = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), wq0, wq1, wq2, q_recip); } static inline void SetPixelDepth(int x, int y, int stride, u16 value) { depthbuf.Set16(x, y, stride, value); } static inline bool IsRightSideOrFlatBottomLine(const Vec2& vertex, const Vec2& line1, const Vec2& line2) { if (line1.y == line2.y) { // just check if vertex is above us => bottom line parallel to x-axis return vertex.y < line1.y; } else { // check if vertex is on our left => right side return vertex.x < line1.x + (line2.x - line1.x) * (vertex.y - line1.y) / (line2.y - line1.y); } } static inline Vec3 GetSourceFactor(PixelBlendFactor factor, const Vec4 &source, const Vec4 &dst, uint32_t fix) { switch (factor) { case PixelBlendFactor::OTHERCOLOR: return dst.rgb(); case PixelBlendFactor::INVOTHERCOLOR: return Vec3::AssignToAll(255) - dst.rgb(); case PixelBlendFactor::SRCALPHA: #if defined(_M_SSE) return Vec3(_mm_shuffle_epi32(source.ivec, _MM_SHUFFLE(3, 3, 3, 3))); #else return Vec3::AssignToAll(source.a()); #endif case PixelBlendFactor::INVSRCALPHA: #if defined(_M_SSE) return Vec3(_mm_sub_epi32(_mm_set1_epi32(255), _mm_shuffle_epi32(source.ivec, _MM_SHUFFLE(3, 3, 3, 3)))); #else return Vec3::AssignToAll(255 - source.a()); #endif case PixelBlendFactor::DSTALPHA: return Vec3::AssignToAll(dst.a()); case PixelBlendFactor::INVDSTALPHA: return Vec3::AssignToAll(255 - dst.a()); case PixelBlendFactor::DOUBLESRCALPHA: return Vec3::AssignToAll(2 * source.a()); case PixelBlendFactor::DOUBLEINVSRCALPHA: return Vec3::AssignToAll(255 - std::min(2 * source.a(), 255)); case PixelBlendFactor::DOUBLEDSTALPHA: return Vec3::AssignToAll(2 * dst.a()); case PixelBlendFactor::DOUBLEINVDSTALPHA: return Vec3::AssignToAll(255 - std::min(2 * dst.a(), 255)); case PixelBlendFactor::FIX: default: // All other dest factors (> 10) are treated as FIXA. return Vec3::FromRGB(fix); case PixelBlendFactor::ZERO: return Vec3::AssignToAll(0); case PixelBlendFactor::ONE: return Vec3::AssignToAll(255); } } static inline Vec3 GetDestFactor(PixelBlendFactor factor, const Vec4 &source, const Vec4 &dst, uint32_t fix) { switch (factor) { case PixelBlendFactor::OTHERCOLOR: return source.rgb(); case PixelBlendFactor::INVOTHERCOLOR: return Vec3::AssignToAll(255) - source.rgb(); case PixelBlendFactor::SRCALPHA: #if defined(_M_SSE) return Vec3(_mm_shuffle_epi32(source.ivec, _MM_SHUFFLE(3, 3, 3, 3))); #else return Vec3::AssignToAll(source.a()); #endif case PixelBlendFactor::INVSRCALPHA: #if defined(_M_SSE) return Vec3(_mm_sub_epi32(_mm_set1_epi32(255), _mm_shuffle_epi32(source.ivec, _MM_SHUFFLE(3, 3, 3, 3)))); #else return Vec3::AssignToAll(255 - source.a()); #endif case PixelBlendFactor::DSTALPHA: return Vec3::AssignToAll(dst.a()); case PixelBlendFactor::INVDSTALPHA: return Vec3::AssignToAll(255 - dst.a()); case PixelBlendFactor::DOUBLESRCALPHA: return Vec3::AssignToAll(2 * source.a()); case PixelBlendFactor::DOUBLEINVSRCALPHA: return Vec3::AssignToAll(255 - std::min(2 * source.a(), 255)); case PixelBlendFactor::DOUBLEDSTALPHA: return Vec3::AssignToAll(2 * dst.a()); case PixelBlendFactor::DOUBLEINVDSTALPHA: return Vec3::AssignToAll(255 - std::min(2 * dst.a(), 255)); case PixelBlendFactor::FIX: default: // All other dest factors (> 10) are treated as FIXB. return Vec3::FromRGB(fix); case PixelBlendFactor::ZERO: return Vec3::AssignToAll(0); case PixelBlendFactor::ONE: return Vec3::AssignToAll(255); } } // Removed inline here - it was never chosen to be inlined by the compiler anyway, too complex. Vec3 AlphaBlendingResult(const PixelFuncID &pixelID, const Vec4 &source, const Vec4 &dst) { // Note: These factors cannot go below 0, but they can go above 255 when doubling. Vec3 srcfactor = GetSourceFactor(pixelID.AlphaBlendSrc(), source, dst, pixelID.cached.alphaBlendSrc); Vec3 dstfactor = GetDestFactor(pixelID.AlphaBlendDst(), source, dst, pixelID.cached.alphaBlendDst); switch (pixelID.AlphaBlendEq()) { case GE_BLENDMODE_MUL_AND_ADD: { #if defined(_M_SSE) // We switch to 16 bit to use mulhi, and we use 4 bits of decimal to make the 16 bit shift free. const __m128i half = _mm_set1_epi16(1 << 3); const __m128i srgb = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(source.ivec, source.ivec), 4), half); const __m128i sf = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(srcfactor.ivec, srcfactor.ivec), 4), half); const __m128i s = _mm_mulhi_epi16(srgb, sf); const __m128i drgb = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(dst.ivec, dst.ivec), 4), half); const __m128i df = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(dstfactor.ivec, dstfactor.ivec), 4), half); const __m128i d = _mm_mulhi_epi16(drgb, df); return Vec3(_mm_unpacklo_epi16(_mm_adds_epi16(s, d), _mm_setzero_si128())); #else static constexpr Vec3 half = Vec3::AssignToAll(1); Vec3 lhs = ((source.rgb() * 2 + half) * (srcfactor * 2 + half)) / 1024; Vec3 rhs = ((dst.rgb() * 2 + half) * (dstfactor * 2 + half)) / 1024; return lhs + rhs; #endif } case GE_BLENDMODE_MUL_AND_SUBTRACT: { #if defined(_M_SSE) const __m128i half = _mm_set1_epi16(1 << 3); const __m128i srgb = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(source.ivec, source.ivec), 4), half); const __m128i sf = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(srcfactor.ivec, srcfactor.ivec), 4), half); const __m128i s = _mm_mulhi_epi16(srgb, sf); const __m128i drgb = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(dst.ivec, dst.ivec), 4), half); const __m128i df = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(dstfactor.ivec, dstfactor.ivec), 4), half); const __m128i d = _mm_mulhi_epi16(drgb, df); return Vec3(_mm_unpacklo_epi16(_mm_max_epi16(_mm_subs_epi16(s, d), _mm_setzero_si128()), _mm_setzero_si128())); #else static constexpr Vec3 half = Vec3::AssignToAll(1); Vec3 lhs = ((source.rgb() * 2 + half) * (srcfactor * 2 + half)) / 1024; Vec3 rhs = ((dst.rgb() * 2 + half) * (dstfactor * 2 + half)) / 1024; return lhs - rhs; #endif } case GE_BLENDMODE_MUL_AND_SUBTRACT_REVERSE: { #if defined(_M_SSE) const __m128i half = _mm_set1_epi16(1 << 3); const __m128i srgb = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(source.ivec, source.ivec), 4), half); const __m128i sf = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(srcfactor.ivec, srcfactor.ivec), 4), half); const __m128i s = _mm_mulhi_epi16(srgb, sf); const __m128i drgb = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(dst.ivec, dst.ivec), 4), half); const __m128i df = _mm_add_epi16(_mm_slli_epi16(_mm_packs_epi32(dstfactor.ivec, dstfactor.ivec), 4), half); const __m128i d = _mm_mulhi_epi16(drgb, df); return Vec3(_mm_unpacklo_epi16(_mm_max_epi16(_mm_subs_epi16(d, s), _mm_setzero_si128()), _mm_setzero_si128())); #else static constexpr Vec3 half = Vec3::AssignToAll(1); Vec3 lhs = ((source.rgb() * 2 + half) * (srcfactor * 2 + half)) / 1024; Vec3 rhs = ((dst.rgb() * 2 + half) * (dstfactor * 2 + half)) / 1024; return rhs - lhs; #endif } case GE_BLENDMODE_MIN: return Vec3(std::min(source.r(), dst.r()), std::min(source.g(), dst.g()), std::min(source.b(), dst.b())); case GE_BLENDMODE_MAX: return Vec3(std::max(source.r(), dst.r()), std::max(source.g(), dst.g()), std::max(source.b(), dst.b())); case GE_BLENDMODE_ABSDIFF: return Vec3(::abs(source.r() - dst.r()), ::abs(source.g() - dst.g()), ::abs(source.b() - dst.b())); default: return source.rgb(); } } static inline Vec4IntResult SOFTRAST_CALL ApplyTexturing(float s, float t, int x, int y, Vec4IntArg prim_color, int texlevel, int frac_texlevel, bool bilinear, const RasterizerState &state) { const u8 **tptr0 = const_cast(&state.texptr[texlevel]); const uint16_t *bufw0 = &state.texbufw[texlevel]; if (!bilinear) { return state.nearest(s, t, x, y, prim_color, tptr0, bufw0, texlevel, frac_texlevel, state.samplerID); } return state.linear(s, t, x, y, prim_color, tptr0, bufw0, texlevel, frac_texlevel, state.samplerID); } static inline Vec4IntResult SOFTRAST_CALL ApplyTexturingSingle(float s, float t, int x, int y, Vec4IntArg prim_color, int texlevel, int frac_texlevel, bool bilinear, const RasterizerState &state) { return ApplyTexturing(s, t, ((x & 15) + 1) / 2, ((y & 15) + 1) / 2, prim_color, texlevel, frac_texlevel, bilinear, state); } // Produces a signed 1.27.4 value. static int TexLog2(float delta) { union FloatBits { float f; u32 u; }; FloatBits f; f.f = delta; // Use the exponent as the tex level, and the top mantissa bits for a frac. // We can't support more than 4 bits of frac, so truncate. int useful = (f.u >> 19) & 0x0FFF; // Now offset so the exponent aligns with log2f (exp=127 is 0.) return useful - 127 * 16; } static inline void CalculateSamplingParams(const float ds, const float dt, const RasterizerState &state, int &level, int &levelFrac, bool &filt) { const int width = 1 << state.samplerID.width0Shift; const int height = 1 << state.samplerID.height0Shift; // With 8 bits of fraction (because texslope can be fairly precise.) int detail; switch (state.TexLevelMode()) { case GE_TEXLEVEL_MODE_AUTO: detail = TexLog2(std::max(ds * width, dt * height)); break; case GE_TEXLEVEL_MODE_SLOPE: // This is always offset by an extra texlevel. detail = 1 * 16 + TexLog2(state.textureLodSlope); break; case GE_TEXLEVEL_MODE_CONST: default: // Unused value 3 operates the same as CONST. detail = 0; break; } // Add in the bias (used in all modes), with 4 bits of fraction. detail += state.texLevelOffset; if (detail > 0 && state.maxTexLevel > 0) { bool mipFilt = state.mipFilt; int level8 = std::min(detail, state.maxTexLevel * 16); if (!mipFilt) { // Round up at 1.5. level8 += 8; } level = level8 >> 4; levelFrac = mipFilt ? level8 & 0xF : 0; } else { level = 0; levelFrac = 0; } if (detail > 0) filt = state.minFilt; else filt = state.magFilt; } static inline void ApplyTexturing(const RasterizerState &state, Vec4 *prim_color, const Vec4 &mask, const Vec4 &s, const Vec4 &t, int x, int y) { float ds = s[1] - s[0]; float dt = t[2] - t[0]; int level; int levelFrac; bool bilinear; CalculateSamplingParams(ds, dt, state, level, levelFrac, bilinear); PROFILE_THIS_SCOPE("sampler"); for (int i = 0; i < 4; ++i) { if (mask[i] >= 0) prim_color[i] = ApplyTexturing(s[i], t[i], ((x & 15) + 1) / 2, ((y & 15) + 1) / 2, ToVec4IntArg(prim_color[i]), level, levelFrac, bilinear, state); } } template struct TriangleEdge { Vec4 Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin); inline Vec4 StepX(const Vec4 &w); inline Vec4 StepY(const Vec4 &w); inline void NarrowMinMaxX(const Vec4 &w, int64_t minX, int64_t &rowMinX, int64_t &rowMaxX); inline Vec4 StepXTimes(const Vec4 &w, int c); Vec4 stepX; Vec4 stepY; }; #if defined(_M_SSE) && !PPSSPP_ARCH(X86) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline __m128i SOFTRAST_CALL TriangleEdgeStartSSE4(__m128i initX, __m128i initY, int xf, int yf, int c) { initX = _mm_mullo_epi32(initX, _mm_set1_epi32(xf)); initY = _mm_mullo_epi32(initY, _mm_set1_epi32(yf)); return _mm_add_epi32(_mm_add_epi32(initX, initY), _mm_set1_epi32(c)); } #endif template Vec4 TriangleEdge::Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin) { // Start at pixel centers. static constexpr int centerOff = (SCREEN_SCALE_FACTOR / 2) - 1; static constexpr int centerPlus1 = SCREEN_SCALE_FACTOR + centerOff; Vec4 initX = Vec4::AssignToAll(origin.x) + Vec4(centerOff, centerPlus1, centerOff, centerPlus1); Vec4 initY = Vec4::AssignToAll(origin.y) + Vec4(centerOff, centerOff, centerPlus1, centerPlus1); // orient2d refactored. int xf = v0.y - v1.y; int yf = v1.x - v0.x; int c = v1.y * v0.x - v1.x * v0.y; stepX = Vec4::AssignToAll(xf * SCREEN_SCALE_FACTOR * 2); stepY = Vec4::AssignToAll(yf * SCREEN_SCALE_FACTOR * 2); #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if (useSSE4) return TriangleEdgeStartSSE4(initX.ivec, initY.ivec, xf, yf, c); #endif return Vec4::AssignToAll(xf) * initX + Vec4::AssignToAll(yf) * initY + Vec4::AssignToAll(c); } template inline Vec4 TriangleEdge::StepX(const Vec4 &w) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) return _mm_add_epi32(w.ivec, stepX.ivec); #else return w + stepX; #endif } template inline Vec4 TriangleEdge::StepY(const Vec4 &w) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) return _mm_add_epi32(w.ivec, stepY.ivec); #else return w + stepY; #endif } #if defined(_M_SSE) && !PPSSPP_ARCH(X86) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline int SOFTRAST_CALL MaxWeightSSE4(__m128i w) { __m128i max2 = _mm_max_epi32(w, _mm_shuffle_epi32(w, _MM_SHUFFLE(3, 2, 3, 2))); __m128i max1 = _mm_max_epi32(max2, _mm_shuffle_epi32(max2, _MM_SHUFFLE(1, 1, 1, 1))); return _mm_cvtsi128_si32(max1); } #endif template void TriangleEdge::NarrowMinMaxX(const Vec4 &w, int64_t minX, int64_t &rowMinX, int64_t &rowMaxX) { int wmax; #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if (useSSE4) { wmax = MaxWeightSSE4(w.ivec); } else { wmax = std::max(std::max(w.x, w.y), std::max(w.z, w.w)); } #else wmax = std::max(std::max(w.x, w.y), std::max(w.z, w.w)); #endif if (wmax < 0) { if (stepX.x > 0) { int steps = -wmax / stepX.x; rowMinX = std::max(rowMinX, minX + steps * SCREEN_SCALE_FACTOR * 2); } else if (stepX.x <= 0) { rowMinX = rowMaxX + 1; } } if (wmax >= 0 && stepX.x < 0) { int steps = (-wmax / stepX.x) + 1; rowMaxX = std::min(rowMaxX, minX + steps * SCREEN_SCALE_FACTOR * 2); } } #if defined(_M_SSE) && !PPSSPP_ARCH(X86) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline __m128i SOFTRAST_CALL StepTimesSSE4(__m128i w, __m128i step, int c) { return _mm_add_epi32(w, _mm_mullo_epi32(_mm_set1_epi32(c), step)); } #endif template inline Vec4 TriangleEdge::StepXTimes(const Vec4 &w, int c) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if (useSSE4) return StepTimesSSE4(w.ivec, stepX.ivec, c); #endif return w + stepX * c; } static inline Vec4 MakeMask(const Vec4 &w0, const Vec4 &w1, const Vec4 &w2, const Vec4 &bias0, const Vec4 &bias1, const Vec4 &bias2, const Vec4 &scissor) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) __m128i biased0 = _mm_add_epi32(w0.ivec, bias0.ivec); __m128i biased1 = _mm_add_epi32(w1.ivec, bias1.ivec); __m128i biased2 = _mm_add_epi32(w2.ivec, bias2.ivec); return _mm_or_si128(_mm_or_si128(biased0, _mm_or_si128(biased1, biased2)), scissor.ivec); #else return (w0 + bias0) | (w1 + bias1) | (w2 + bias2) | scissor; #endif } #if defined(_M_SSE) && !PPSSPP_ARCH(X86) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline bool SOFTRAST_CALL AnyMaskSSE4(__m128i mask) { __m128i sig = _mm_srai_epi32(mask, 31); return _mm_test_all_ones(sig) == 0; } #endif template static inline bool AnyMask(const Vec4 &mask) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if (useSSE4) { return AnyMaskSSE4(mask.ivec); } // In other words: !(mask.x < 0 && mask.y < 0 && mask.z < 0 && mask.w < 0) __m128i low2 = _mm_and_si128(mask.ivec, _mm_shuffle_epi32(mask.ivec, _MM_SHUFFLE(3, 2, 3, 2))); __m128i low1 = _mm_and_si128(low2, _mm_shuffle_epi32(low2, _MM_SHUFFLE(1, 1, 1, 1))); // Now we only need to check one sign bit. return _mm_cvtsi128_si32(low1) >= 0; #else return mask.x >= 0 || mask.y >= 0 || mask.z >= 0 || mask.w >= 0; #endif } static inline Vec4 EdgeRecip(const Vec4 &w0, const Vec4 &w1, const Vec4 &w2) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) __m128i wsum = _mm_add_epi32(w0.ivec, _mm_add_epi32(w1.ivec, w2.ivec)); // _mm_rcp_ps loses too much precision. return _mm_div_ps(_mm_set1_ps(1.0f), _mm_cvtepi32_ps(wsum)); #else return (w0 + w1 + w2).Cast().Reciprocal(); #endif } template void DrawTriangleSlice( const VertexData& v0, const VertexData& v1, const VertexData& v2, int x1, int y1, int x2, int y2, const RasterizerState &state) { Vec4 bias0 = Vec4::AssignToAll(IsRightSideOrFlatBottomLine(v0.screenpos.xy(), v1.screenpos.xy(), v2.screenpos.xy()) ? -1 : 0); Vec4 bias1 = Vec4::AssignToAll(IsRightSideOrFlatBottomLine(v1.screenpos.xy(), v2.screenpos.xy(), v0.screenpos.xy()) ? -1 : 0); Vec4 bias2 = Vec4::AssignToAll(IsRightSideOrFlatBottomLine(v2.screenpos.xy(), v0.screenpos.xy(), v1.screenpos.xy()) ? -1 : 0); const PixelFuncID &pixelID = state.pixelID; TriangleEdge e0; TriangleEdge e1; TriangleEdge e2; int64_t minX = x1, maxX = x2, minY = y1, maxY = y2; ScreenCoords pprime(minX, minY, 0); Vec4 w0_base = e0.Start(v1.screenpos, v2.screenpos, pprime); Vec4 w1_base = e1.Start(v2.screenpos, v0.screenpos, pprime); Vec4 w2_base = e2.Start(v0.screenpos, v1.screenpos, pprime); // All the z values are the same, no interpolation required. // This is common, and when we interpolate, we lose accuracy. const bool flatZ = v0.screenpos.z == v1.screenpos.z && v0.screenpos.z == v2.screenpos.z; const bool flatColorAll = clearMode || !state.shadeGouraud; const bool flatColor0 = flatColorAll || (v0.color0 == v1.color0 && v0.color0 == v2.color0); const bool flatColor1 = flatColorAll || (v0.color1 == v1.color1 && v0.color1 == v2.color1); const bool noFog = clearMode || !pixelID.applyFog || (v0.fogdepth >= 1.0f && v1.fogdepth >= 1.0f && v2.fogdepth >= 1.0f); if (pixelID.applyDepthRange && flatZ) { if (v0.screenpos.z < pixelID.cached.minz || v0.screenpos.z > pixelID.cached.maxz) return; } #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListT_%08x", state.listPC); std::string ztag = StringFromFormat("DisplayListTZ_%08x", state.listPC); #endif const Vec4 v0_c0 = Vec4::FromRGBA(v0.color0); const Vec4 v1_c0 = Vec4::FromRGBA(v1.color0); const Vec4 v2_c0 = Vec4::FromRGBA(v2.color0); const Vec3 v0_c1 = Vec3::FromRGB(v0.color1); const Vec3 v1_c1 = Vec3::FromRGB(v1.color1); const Vec3 v2_c1 = Vec3::FromRGB(v2.color1); for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR * 2, w0_base = e0.StepY(w0_base), w1_base = e1.StepY(w1_base), w2_base = e2.StepY(w2_base)) { Vec4 w0 = w0_base; Vec4 w1 = w1_base; Vec4 w2 = w2_base; DrawingCoords p = TransformUnit::ScreenToDrawing(minX, curY); int64_t rowMinX = minX, rowMaxX = maxX; e0.NarrowMinMaxX(w0, minX, rowMinX, rowMaxX); e1.NarrowMinMaxX(w1, minX, rowMinX, rowMaxX); e2.NarrowMinMaxX(w2, minX, rowMinX, rowMaxX); int skipX = (rowMinX - minX) / (SCREEN_SCALE_FACTOR * 2); w0 = e0.StepXTimes(w0, skipX); w1 = e1.StepXTimes(w1, skipX); w2 = e2.StepXTimes(w2, skipX); p.x = (p.x + 2 * skipX) & 0x3FF; // TODO: Maybe we can clip the edges instead? int scissorYPlus1 = curY + SCREEN_SCALE_FACTOR > maxY ? -1 : 0; Vec4 scissor_mask = Vec4(0, rowMaxX - rowMinX - SCREEN_SCALE_FACTOR, scissorYPlus1, (rowMaxX - rowMinX - SCREEN_SCALE_FACTOR) | scissorYPlus1); Vec4 scissor_step = Vec4(0, -(SCREEN_SCALE_FACTOR * 2), 0, -(SCREEN_SCALE_FACTOR * 2)); for (int64_t curX = rowMinX; curX <= rowMaxX; curX += SCREEN_SCALE_FACTOR * 2, w0 = e0.StepX(w0), w1 = e1.StepX(w1), w2 = e2.StepX(w2), scissor_mask = scissor_mask + scissor_step, p.x = (p.x + 2) & 0x3FF) { // If p is on or inside all edges, render pixel Vec4 mask = MakeMask(w0, w1, w2, bias0, bias1, bias2, scissor_mask); if (AnyMask(mask)) { Vec4 wsum_recip = EdgeRecip(w0, w1, w2); Vec4 z; if (flatZ) { z = Vec4::AssignToAll(v2.screenpos.z); } else { // Z is interpolated pretty much directly. Vec4 zfloats = w0.Cast() * v0.screenpos.z + w1.Cast() * v1.screenpos.z + w2.Cast() * v2.screenpos.z; z = (zfloats * wsum_recip).Cast(); } if (pixelID.earlyZChecks) { for (int i = 0; i < 4; ++i) { if (pixelID.applyDepthRange) { if (z[i] < pixelID.cached.minz || z[i] > pixelID.cached.maxz) mask[i] = -1; } if (mask[i] < 0) continue; int x = p.x + (i & 1); int y = p.y + (i / 2); if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), x, y, pixelID.cached.depthbufStride, z[i])) { mask[i] = -1; } } } // Color interpolation is not perspective corrected on the PSP. Vec4 prim_color[4]; if (!flatColor0) { for (int i = 0; i < 4; ++i) { if (mask[i] >= 0) prim_color[i] = Interpolate(v0_c0, v1_c0, v2_c0, w0[i], w1[i], w2[i], wsum_recip[i]); } } else { for (int i = 0; i < 4; ++i) { prim_color[i] = v2_c0; } } Vec3 sec_color[4]; if (!flatColor1) { for (int i = 0; i < 4; ++i) { if (mask[i] >= 0) sec_color[i] = Interpolate(v0_c1, v1_c1, v2_c1, w0[i], w1[i], w2[i], wsum_recip[i]); } } else { for (int i = 0; i < 4; ++i) { sec_color[i] = v2_c1; } } if (state.enableTextures && !clearMode) { Vec4 s, t; if (state.throughMode) { s = Interpolate(v0.texturecoords.s(), v1.texturecoords.s(), v2.texturecoords.s(), w0, w1, w2, wsum_recip); t = Interpolate(v0.texturecoords.t(), v1.texturecoords.t(), v2.texturecoords.t(), w0, w1, w2, wsum_recip); // For levels > 0, mipmapping is always based on level 0. Simpler to scale first. s *= 1.0f / (float)(1 << state.samplerID.width0Shift); t *= 1.0f / (float)(1 << state.samplerID.height0Shift); } else { // Texture coordinate interpolation must definitely be perspective-correct. GetTextureCoordinates(v0, v1, v2, w0, w1, w2, wsum_recip, s, t); } ApplyTexturing(state, prim_color, mask, s, t, curX, curY); } if (!clearMode) { for (int i = 0; i < 4; ++i) { #if defined(_M_SSE) // TODO: Tried making Vec4 do this, but things got slower. const __m128i sec = _mm_and_si128(sec_color[i].ivec, _mm_set_epi32(0, -1, -1, -1)); prim_color[i].ivec = _mm_add_epi32(prim_color[i].ivec, sec); #else prim_color[i] += Vec4(sec_color[i], 0); #endif } } Vec4 fog = Vec4::AssignToAll(255); if (!noFog) { Vec4 fogdepths = w0.Cast() * v0.fogdepth + w1.Cast() * v1.fogdepth + w2.Cast() * v2.fogdepth; fogdepths = fogdepths * wsum_recip; for (int i = 0; i < 4; ++i) { fog[i] = ClampFogDepth(fogdepths[i]); } } PROFILE_THIS_SCOPE("draw_tri_px"); DrawingCoords subp = p; for (int i = 0; i < 4; ++i) { if (mask[i] < 0) { continue; } subp.x = p.x + (i & 1); subp.y = p.y + (i / 2); state.drawPixel(subp.x, subp.y, z[i], fog[i], ToVec4IntArg(prim_color[i]), pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) uint32_t row = gstate.getFrameBufAddress() + subp.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * bpp, bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { row = gstate.getDepthBufAddress() + subp.y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } } } } #if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) && defined(SOFTGPU_MEMORY_TAGGING_BASIC) for (int y = minY; y <= maxY; y += SCREEN_SCALE_FACTOR) { DrawingCoords p = TransformUnit::ScreenToDrawing(minX, y); DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX, y); uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, (pend.x - p.x) * bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { row = gstate.getDepthBufAddress() + p.y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, (pend.x - p.x) * 2, ztag.c_str(), ztag.size()); } } #endif } // Draws triangle, vertices specified in counter-clockwise direction void DrawTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2, const BinCoords &range, const RasterizerState &state) { PROFILE_THIS_SCOPE("draw_tri"); auto drawSlice = cpu_info.bSSE4_1 ? (state.pixelID.clearMode ? &DrawTriangleSlice : &DrawTriangleSlice) : (state.pixelID.clearMode ? &DrawTriangleSlice : &DrawTriangleSlice); drawSlice(v0, v1, v2, range.x1, range.y1, range.x2, range.y2, state); } void DrawRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) { int entireX1 = std::min(v0.screenpos.x, v1.screenpos.x); int entireY1 = std::min(v0.screenpos.y, v1.screenpos.y); int entireX2 = std::max(v0.screenpos.x, v1.screenpos.x) - 1; int entireY2 = std::max(v0.screenpos.y, v1.screenpos.y) - 1; int minX = std::max(entireX1, range.x1) | (SCREEN_SCALE_FACTOR / 2 - 1); int minY = std::max(entireY1, range.y1) | (SCREEN_SCALE_FACTOR / 2 - 1); int maxX = std::min(entireX2, range.x2); int maxY = std::min(entireY2, range.y2); Vec2f rowST(0.0f, 0.0f); // Note: this is double the x or y movement. Vec2f stx(0.0f, 0.0f); Vec2f sty(0.0f, 0.0f); if (state.enableTextures) { Vec2f tc0 = v0.texturecoords; Vec2f tc1 = v1.texturecoords; if (state.throughMode) { // For levels > 0, mipmapping is always based on level 0. Simpler to scale first. tc0.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift); tc1.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift); tc0.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift); tc1.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift); } int diffX = (entireX2 - entireX1 + 1) / SCREEN_SCALE_FACTOR; int diffY = (entireY2 - entireY1 + 1) / SCREEN_SCALE_FACTOR; float diffS = tc1.s() - tc0.s(); float diffT = tc1.t() - tc0.t(); if (v0.screenpos.x < v1.screenpos.x) { if (v0.screenpos.y < v1.screenpos.y) { // Okay, simple, TL -> BR. S and T move toward v1 with X and Y. rowST = tc0; stx = Vec2f(2.0f * diffS / diffX, 0.0f); sty = Vec2f(0.0f, 2.0f * diffT / diffY); } else { // BL to TR, rotated. We start at TL still. // X moves T (not S) toward v1, and Y moves S away from v1. rowST = Vec2f(tc1.s(), tc0.t()); stx = Vec2f(0.0f, 2.0f * diffT / diffX); sty = Vec2f(2.0f * -diffS / diffY, 0.0f); } } else { if (v0.screenpos.y < v1.screenpos.y) { // TR to BL. Like BL to TR, rotated. // X moves T (not s) away from v1, and Y moves S toward v1. rowST = Vec2f(tc0.s(), tc1.t()); stx = Vec2f(0.0f, 2.0f * -diffT / diffX); sty = Vec2f(2.0f * diffS / diffY, 0.0f); } else { // BR to TL, just inverse of TL to BR. rowST = Vec2f(tc1.s(), tc1.t()); stx = Vec2f(2.0f * -diffS / diffX, 0.0f); sty = Vec2f(0.0f, 2.0f * -diffT / diffY); } } // Okay, now move ST to the minX, minY position. rowST += (stx / (float)(SCREEN_SCALE_FACTOR * 2)) * (minX - entireX1); rowST += (sty / (float)(SCREEN_SCALE_FACTOR * 2)) * (minY - entireY1); } // And now what we add to spread out to 4 values. const Vec4f sto4(0.0f, 0.5f * stx.s(), 0.5f * sty.s(), 0.5f * stx.s() + 0.5f * sty.s()); const Vec4f tto4(0.0f, 0.5f * stx.t(), 0.5f * sty.t(), 0.5f * stx.t() + 0.5f * sty.t()); ScreenCoords pprime(minX, minY, 0); const Vec4 fog = Vec4::AssignToAll(ClampFogDepth(v1.fogdepth)); const Vec4 z = Vec4::AssignToAll(v1.screenpos.z); const Vec4 c0 = Vec4::FromRGBA(v1.color0); const Vec3 sec_color = Vec3::FromRGB(v1.color1); if (state.pixelID.applyDepthRange) { // We can bail early since the Z is flat. if (v1.screenpos.z < state.pixelID.cached.minz || v1.screenpos.z > state.pixelID.cached.maxz) return; } #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = state.pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListR_%08x", state.listPC); std::string ztag = StringFromFormat("DisplayListRZ_%08x", state.listPC); #endif for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR * 2, rowST += sty) { DrawingCoords p = TransformUnit::ScreenToDrawing(range.x1, curY); int scissorY2 = curY + SCREEN_SCALE_FACTOR > maxY ? -1 : 0; Vec4 scissor_mask = Vec4(0, maxX - minX - SCREEN_SCALE_FACTOR, scissorY2, (maxX - minX - SCREEN_SCALE_FACTOR) | scissorY2); Vec4 scissor_step = Vec4(0, -(SCREEN_SCALE_FACTOR * 2), 0, -(SCREEN_SCALE_FACTOR * 2)); Vec2f st = rowST; for (int64_t curX = minX; curX <= maxX; curX += SCREEN_SCALE_FACTOR * 2, st += stx, scissor_mask += scissor_step, p.x = (p.x + 2) & 0x3FF) { Vec4 mask = scissor_mask; Vec4 prim_color[4]; for (int i = 0; i < 4; ++i) { prim_color[i] = c0; } if (state.pixelID.earlyZChecks) { for (int i = 0; i < 4; ++i) { if (mask[i] < 0) continue; int x = p.x + (i & 1); int y = p.y + (i / 2); if (!CheckDepthTestPassed(state.pixelID.DepthTestFunc(), x, y, state.pixelID.cached.depthbufStride, z[i])) { mask[i] = -1; } } } if (state.enableTextures) { Vec4 s, t; s = Vec4::AssignToAll(st.s()) + sto4; t = Vec4::AssignToAll(st.t()) + tto4; ApplyTexturing(state, prim_color, mask, s, t, curX, curY); } if (!state.pixelID.clearMode) { for (int i = 0; i < 4; ++i) { #if defined(_M_SSE) // TODO: Tried making Vec4 do this, but things got slower. const __m128i sec = _mm_and_si128(sec_color.ivec, _mm_set_epi32(0, -1, -1, -1)); prim_color[i].ivec = _mm_add_epi32(prim_color[i].ivec, sec); #else prim_color[i] += Vec4(sec_color, 0); #endif } } PROFILE_THIS_SCOPE("draw_rect_px"); DrawingCoords subp = p; for (int i = 0; i < 4; ++i) { if (mask[i] < 0) { continue; } subp.x = p.x + (i & 1); subp.y = p.y + (i / 2); state.drawPixel(subp.x, subp.y, z[i], fog[i], ToVec4IntArg(prim_color[i]), state.pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) uint32_t row = gstate.getFrameBufAddress() + subp.y * state.pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * bpp, bpp, tag.c_str(), tag.size()); if (state.pixelID.depthWrite) { row = gstate.getDepthBufAddress() + subp.y * state.pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } } } #if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) && defined(SOFTGPU_MEMORY_TAGGING_BASIC) for (int y = minY; y <= maxY; y += SCREEN_SCALE_FACTOR) { DrawingCoords p = TransformUnit::ScreenToDrawing(minX, y); DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX, y); uint32_t row = gstate.getFrameBufAddress() + p.y * state.pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, (pend.x - p.x) * bpp, tag.c_str(), tag.size()); if (state.pixelID.depthWrite) { row = gstate.getDepthBufAddress() + p.y * state.pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, (pend.x - p.x) * 2, ztag.c_str(), ztag.size()); } } #endif } void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerState &state) { ScreenCoords pos = v0.screenpos; Vec4 prim_color = Vec4::FromRGBA(v0.color0); Vec3 sec_color = Vec3::FromRGB(v0.color1); auto &pixelID = state.pixelID; auto &samplerID = state.samplerID; DrawingCoords p = TransformUnit::ScreenToDrawing(pos); u16 z = pos.z; if (pixelID.earlyZChecks) { if (pixelID.applyDepthRange) { if (z < pixelID.cached.minz || z > pixelID.cached.maxz) return; } if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z)) { return; } } if (state.enableTextures) { float s = v0.texturecoords.s(); float t = v0.texturecoords.t(); if (state.throughMode) { s *= 1.0f / (float)(1 << state.samplerID.width0Shift); t *= 1.0f / (float)(1 << state.samplerID.height0Shift); } else { // Texture coordinate interpolation must definitely be perspective-correct. GetTextureCoordinates(v0, v0, 0.0f, s, t); } int texLevel; int texLevelFrac; bool bilinear; CalculateSamplingParams(0.0f, 0.0f, state, texLevel, texLevelFrac, bilinear); PROFILE_THIS_SCOPE("sampler"); prim_color = ApplyTexturingSingle(s, t, pos.x, pos.y, ToVec4IntArg(prim_color), texLevel, texLevelFrac, bilinear, state); } if (!pixelID.clearMode) prim_color += Vec4(sec_color, 0); u8 fog = 255; if (pixelID.applyFog) { fog = ClampFogDepth(v0.fogdepth); } PROFILE_THIS_SCOPE("draw_px"); state.drawPixel(p.x, p.y, z, fog, ToVec4IntArg(prim_color), pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListP_%08x", state.listPC); uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { std::string ztag = StringFromFormat("DisplayListPZ_%08x", state.listPC); row = gstate.getDepthBufAddress() + p.y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } void ClearRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) { DrawingCoords pprime = TransformUnit::ScreenToDrawing(range.x1, range.y1); DrawingCoords pend = TransformUnit::ScreenToDrawing(range.x2, range.y2); auto &pixelID = state.pixelID; auto &samplerID = state.samplerID; // Min and max are in PSP fixed point screen coordinates, 16 here is for the 4 subpixel bits. const int w = (range.x2 - range.x1 + 1) / SCREEN_SCALE_FACTOR; if (w <= 0) return; if (pixelID.DepthClear()) { const u16 z = v1.screenpos.z; const int stride = pixelID.cached.depthbufStride; // If both bytes of Z equal, we can just use memset directly which is faster. if ((z & 0xFF) == (z >> 8)) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { u16 *row = depthbuf.Get16Ptr(p.x, p.y, stride); memset(row, z, w * 2); } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { SetPixelDepth(p.x + x, p.y, pixelID.cached.depthbufStride, z); } } } #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) std::string tag = StringFromFormat("DisplayListXZ_%08x", state.listPC); for (int y = pprime.y; y <= pend.y; ++y) { uint32_t row = gstate.getDepthBufAddress() + y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + pprime.x * 2, w * 2, tag.c_str(), tag.size()); } #endif } // Note: this stays 0xFFFFFFFF if keeping color and alpha, even for 16-bit. u32 keepOldMask = 0xFFFFFFFF; if (pixelID.ColorClear() && pixelID.StencilClear()) { keepOldMask = 0; } else { switch (pixelID.FBFormat()) { case GE_FORMAT_565: if (pixelID.ColorClear()) keepOldMask = 0; break; case GE_FORMAT_5551: if (pixelID.ColorClear()) keepOldMask = 0xFFFF8000; else if (pixelID.StencilClear()) keepOldMask = 0xFFFF7FFF; break; case GE_FORMAT_4444: if (pixelID.ColorClear()) keepOldMask = 0xFFFFF000; else if (pixelID.StencilClear()) keepOldMask = 0xFFFF0FFF; break; case GE_FORMAT_8888: default: if (pixelID.ColorClear()) keepOldMask = 0xFF000000; else if (pixelID.StencilClear()) keepOldMask = 0x00FFFFFF; break; } } // The pixel write masks are respected in clear mode. if (pixelID.applyColorWriteMask) { keepOldMask |= pixelID.cached.colorWriteMask; } const u32 new_color = v1.color0; u16 new_color16; switch (pixelID.FBFormat()) { case GE_FORMAT_565: new_color16 = RGBA8888ToRGB565(new_color); break; case GE_FORMAT_5551: new_color16 = RGBA8888ToRGBA5551(new_color); break; case GE_FORMAT_4444: new_color16 = RGBA8888ToRGBA4444(new_color); break; case GE_FORMAT_8888: break; case GE_FORMAT_INVALID: case GE_FORMAT_DEPTH16: _dbg_assert_msg_(false, "Software: invalid framebuf format."); break; } if (keepOldMask == 0) { const int stride = pixelID.cached.framebufStride; if (pixelID.FBFormat() == GE_FORMAT_8888) { const bool canMemsetColor = (new_color & 0xFF) == (new_color >> 8) && (new_color & 0xFFFF) == (new_color >> 16); if (canMemsetColor) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { u32 *row = fb.Get32Ptr(p.x, p.y, stride); memset(row, new_color, w * 4); } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { fb.Set32(p.x + x, p.y, stride, new_color); } } } } else { const bool canMemsetColor = (new_color16 & 0xFF) == (new_color16 >> 8); if (canMemsetColor) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { u16 *row = fb.Get16Ptr(p.x, p.y, stride); memset(row, new_color16, w * 2); } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { fb.Set16(p.x + x, p.y, stride, new_color16); } } } } } else if (keepOldMask != 0xFFFFFFFF) { const int stride = pixelID.cached.framebufStride; if (pixelID.FBFormat() == GE_FORMAT_8888) { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { const u32 old_color = fb.Get32(p.x + x, p.y, stride); const u32 c = (old_color & keepOldMask) | (new_color & ~keepOldMask); fb.Set32(p.x + x, p.y, stride, c); } } } else { DrawingCoords p = pprime; for (p.y = pprime.y; p.y <= pend.y; ++p.y) { for (int x = 0; x < w; ++x) { const u16 old_color = fb.Get16(p.x + x, p.y, stride); const u16 c = (old_color & keepOldMask) | (new_color16 & ~keepOldMask); fb.Set16(p.x + x, p.y, stride, c); } } } } #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) if (keepOldMask != 0xFFFFFFFF) { uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; std::string tag = StringFromFormat("DisplayListX_%08x", state.listPC); for (int y = pprime.y; y < pend.y; ++y) { uint32_t row = gstate.getFrameBufAddress() + y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + pprime.x * bpp, w * bpp, tag.c_str(), tag.size()); } } #endif } void DrawLine(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) { // TODO: Use a proper line drawing algorithm that handles fractional endpoints correctly. Vec3 a(v0.screenpos.x, v0.screenpos.y, v0.screenpos.z); Vec3 b(v1.screenpos.x, v1.screenpos.y, v0.screenpos.z); int dx = b.x - a.x; int dy = b.y - a.y; int dz = b.z - a.z; int steps; if (abs(dx) < abs(dy)) steps = abs(dy) / SCREEN_SCALE_FACTOR; else steps = abs(dx) / SCREEN_SCALE_FACTOR; // Avoid going too far since we typically don't start at the pixel center. if (dx < 0 && dx >= -SCREEN_SCALE_FACTOR) dx++; if (dy < 0 && dy >= -SCREEN_SCALE_FACTOR) dy++; double xinc = (double)dx / steps; double yinc = (double)dy / steps; double zinc = (double)dz / steps; auto &pixelID = state.pixelID; auto &samplerID = state.samplerID; const bool interpolateColor = !state.shadeGouraud || (v0.color0 == v1.color0 && v0.color1 == v1.color1); const Vec4 v0_c0 = Vec4::FromRGBA(v0.color0); const Vec4 v1_c0 = Vec4::FromRGBA(v1.color0); const Vec3 v0_c1 = Vec3::FromRGB(v0.color1); const Vec3 v1_c1 = Vec3::FromRGB(v1.color1); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) std::string tag = StringFromFormat("DisplayListL_%08x", state.listPC); std::string ztag = StringFromFormat("DisplayListLZ_%08x", state.listPC); #endif double x = a.x > b.x ? a.x - 1 : a.x; double y = a.y > b.y ? a.y - 1 : a.y; double z = a.z; const int steps1 = steps == 0 ? 1 : steps; for (int i = 0; i < steps; i++) { DrawingCoords p = TransformUnit::ScreenToDrawing(x, y); bool maskOK = x >= range.x1 && y >= range.y1 && x <= range.x2 && y <= range.y2; if (maskOK) { if (pixelID.earlyZChecks) { if (pixelID.applyDepthRange) { if (z < pixelID.cached.minz || z > pixelID.cached.maxz) maskOK = false; } if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), x, y, pixelID.cached.depthbufStride, z)) { maskOK = false; } } } if (maskOK) { // Interpolate between the two points. Vec4 prim_color; Vec3 sec_color; if (interpolateColor) { prim_color = (v0_c0 * (steps - i) + v1_c0 * i) / steps1; sec_color = (v0_c1 * (steps - i) + v1_c1 * i) / steps1; } else { prim_color = v1_c0; sec_color = v1_c1; } u8 fog = 255; if (pixelID.applyFog) { fog = ClampFogDepth((v0.fogdepth * (float)(steps - i) + v1.fogdepth * (float)i) / steps1); } if (state.antialiasLines) { // TODO: Clearmode? // TODO: Calculate. prim_color.a() = 0x7F; } if (state.enableTextures) { float s, s1; float t, t1; if (state.throughMode) { Vec2 tc = (v0.texturecoords * (float)(steps - i) + v1.texturecoords * (float)i) / steps1; Vec2 tc1 = (v0.texturecoords * (float)(steps - i - 1) + v1.texturecoords * (float)(i + 1)) / steps1; s = tc.s() * (1.0f / (float)(1 << state.samplerID.width0Shift)); s1 = tc1.s() * (1.0f / (float)(1 << state.samplerID.width0Shift)); t = tc.t() * (1.0f / (float)(1 << state.samplerID.height0Shift)); t1 = tc1.t() * (1.0f / (float)(1 << state.samplerID.height0Shift)); } else { // Texture coordinate interpolation must definitely be perspective-correct. GetTextureCoordinates(v0, v1, (float)(steps - i) / steps1, s, t); GetTextureCoordinates(v0, v1, (float)(steps - i - 1) / steps1, s1, t1); } // If inc is 0, force the delta to zero. float ds = xinc == 0.0 ? 0.0f : (s1 - s) * (float)SCREEN_SCALE_FACTOR * (1.0f / xinc); float dt = yinc == 0.0 ? 0.0f : (t1 - t) * (float)SCREEN_SCALE_FACTOR * (1.0f / yinc); int texLevel; int texLevelFrac; bool texBilinear; CalculateSamplingParams(ds, dt, state, texLevel, texLevelFrac, texBilinear); if (state.antialiasLines) { // TODO: This is a naive and wrong implementation. DrawingCoords p0 = TransformUnit::ScreenToDrawing(x, y); s = ((float)p0.x + xinc / 32.0f) / 512.0f; t = ((float)p0.y + yinc / 32.0f) / 512.0f; texBilinear = true; } PROFILE_THIS_SCOPE("sampler"); prim_color = ApplyTexturingSingle(s, t, x, y, ToVec4IntArg(prim_color), texLevel, texLevelFrac, texBilinear, state); } if (!pixelID.clearMode) prim_color += Vec4(sec_color, 0); PROFILE_THIS_SCOPE("draw_px"); state.drawPixel(p.x, p.y, z, fog, ToVec4IntArg(prim_color), pixelID); #if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC) uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2; uint32_t row = gstate.getFrameBufAddress() + p.y * pixelID.cached.framebufStride * bpp; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, bpp, tag.c_str(), tag.size()); if (pixelID.depthWrite) { uint32_t row = gstate.getDepthBufAddress() + y * pixelID.cached.depthbufStride * 2; NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, 2, ztag.c_str(), ztag.size()); } #endif } x += xinc; y += yinc; z += zinc; } } bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) { if (!gstate.isTextureMapEnabled()) { return false; } GETextureFormat texfmt = gstate.getTextureFormat(); u32 texaddr = gstate.getTextureAddress(level); u32 texbufw = GetTextureBufw(level, texaddr, texfmt); int w = gstate.getTextureWidth(level); int h = gstate.getTextureHeight(level); u32 sizeInBits = textureBitsPerPixel[texfmt] * (texbufw * (h - 1) + w); if (!texaddr || !Memory::IsValidRange(texaddr, sizeInBits / 8)) return false; // We'll break trying to allocate this much. if (w >= 0x8000 && h >= 0x8000) return false; buffer.Allocate(w, h, GE_FORMAT_8888, false); SamplerID id; ComputeSamplerID(&id); id.cached.clut = clut; Sampler::FetchFunc sampler = Sampler::GetFetchFunc(id); u8 *texptr = Memory::GetPointerWrite(texaddr); u32 *row = (u32 *)buffer.GetData(); for (int y = 0; y < h; ++y) { for (int x = 0; x < w; ++x) { row[x] = Vec4(sampler(x, y, texptr, texbufw, level, id)).ToRGBA(); } row += w; } return true; } } // namespace