// 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 #include "GPU/GPUState.h" #include "GPU/Software/BinManager.h" #include "GPU/Software/Clipper.h" #include "GPU/Software/Rasterizer.h" #include "GPU/Software/RasterizerRectangle.h" #include "GPU/Software/TransformUnit.h" #include "Common/Profiler/Profiler.h" namespace Clipper { enum { SKIP_FLAG = -1, CLIP_NEG_Z_BIT = 0x20, }; static inline int CalcClipMask(const ClipCoords &v) { // This checks `x / w` compared to 1 or -1, skipping the division. if (v.z < -v.w) return -1; return 0; } inline bool different_signs(float x, float y) { return ((x <= 0 && y > 0) || (x > 0 && y <= 0)); } inline float clip_dotprod(const ClipVertexData &vert, float A, float B, float C, float D) { return (vert.clippos.x * A + vert.clippos.y * B + vert.clippos.z * C + vert.clippos.w * D); } inline void clip_interpolate(ClipVertexData &dest, float t, const ClipVertexData &a, const ClipVertexData &b) { bool outsideRange = false; dest.Lerp(t, a, b); dest.v.screenpos = TransformUnit::ClipToScreen(dest.clippos, &outsideRange); dest.v.clipw = dest.clippos.w; // If the clipped coordinate is outside range, then we throw it away. // This prevents a lot of inversions that shouldn't be drawn. if (outsideRange) dest.v.screenpos.x = 0x7FFFFFFF; } #define CLIP_POLY( PLANE_BIT, A, B, C, D ) \ { \ if (mask & PLANE_BIT) { \ int idxPrev = inlist[0]; \ float dpPrev = clip_dotprod(*Vertices[idxPrev], A, B, C, D );\ int outcount = 0; \ \ inlist[n] = inlist[0]; \ for (int j = 1; j <= n; j++) { \ int idx = inlist[j]; \ float dp = clip_dotprod(*Vertices[idx], A, B, C, D ); \ if (dpPrev >= 0) { \ outlist[outcount++] = idxPrev; \ } \ \ /* Skipping w sign mismatches avoids inversions, but is incorrect. See #16131. */ \ /* For now, it's better to avoid inversions as they usually are undesired. */ \ if (different_signs(dp, dpPrev)) { \ auto &vert = Vertices[numVertices++]; \ if (dp < 0) { \ float t = dp / (dp - dpPrev); \ clip_interpolate(*vert, t, *Vertices[idx], *Vertices[idxPrev]); \ } else { \ float t = dpPrev / (dpPrev - dp); \ clip_interpolate(*vert, t, *Vertices[idxPrev], *Vertices[idx]); \ } \ outlist[outcount++] = numVertices - 1; \ } \ \ idxPrev = idx; \ dpPrev = dp; \ } \ \ if (outcount < 3) \ continue; \ \ { \ int *tmp = inlist; \ inlist = outlist; \ outlist = tmp; \ n = outcount; \ } \ } \ } #define CLIP_LINE(PLANE_BIT, A, B, C, D) \ { \ if (mask & PLANE_BIT) { \ float dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \ float dp1 = clip_dotprod(*Vertices[1], A, B, C, D ); \ \ if (mask0 & PLANE_BIT) { \ if (dp0 < 0) { \ float t = dp1 / (dp1 - dp0); \ clip_interpolate(*Vertices[0], t, *Vertices[1], *Vertices[0]); \ } \ } \ dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \ \ if (mask1 & PLANE_BIT) { \ if (dp1 < 0) { \ float t = dp1 / (dp1- dp0); \ clip_interpolate(*Vertices[1], t, *Vertices[1], *Vertices[0]); \ } \ } \ } \ } static inline bool CheckOutsideZ(ClipCoords p, int &pos, int &neg) { constexpr float outsideValue = 1.000030517578125f; float z = p.z / p.w; if (z >= outsideValue) { pos++; return true; } if (-z >= outsideValue) { neg++; return true; } return false; } static void RotateUV(const VertexData &tl, const VertexData &br, VertexData &tr, VertexData &bl) { const int x1 = tl.screenpos.x; const int x2 = br.screenpos.x; const int y1 = tl.screenpos.y; const int y2 = br.screenpos.y; if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) { std::swap(bl.texturecoords, tr.texturecoords); } } // This is used for rectangle texture projection, which is very uncommon. // To avoid complicating the common rectangle path, this just uses triangles. static void AddTriangleRect(const VertexData &v0, const VertexData &v1, BinManager &binner) { VertexData buf[4]; buf[0] = v1; buf[0].screenpos = ScreenCoords(v0.screenpos.x, v0.screenpos.y, v1.screenpos.z); buf[0].texturecoords = v0.texturecoords; buf[1] = v1; buf[1].screenpos = ScreenCoords(v0.screenpos.x, v1.screenpos.y, v1.screenpos.z); buf[1].texturecoords = Vec3Packed(v0.texturecoords.x, v1.texturecoords.y, v0.texturecoords.z); buf[2] = v1; buf[2].screenpos = ScreenCoords(v1.screenpos.x, v0.screenpos.y, v1.screenpos.z); buf[2].texturecoords = Vec3Packed(v1.texturecoords.x, v0.texturecoords.y, v1.texturecoords.z); buf[3] = v1; VertexData *topleft = &buf[0]; VertexData *topright = &buf[1]; VertexData *bottomleft = &buf[2]; VertexData *bottomright = &buf[3]; // DrawTriangle always culls, so sort out the drawing order. for (int i = 0; i < 4; ++i) { if (buf[i].screenpos.x < topleft->screenpos.x && buf[i].screenpos.y < topleft->screenpos.y) topleft = &buf[i]; if (buf[i].screenpos.x > topright->screenpos.x && buf[i].screenpos.y < topright->screenpos.y) topright = &buf[i]; if (buf[i].screenpos.x < bottomleft->screenpos.x && buf[i].screenpos.y > bottomleft->screenpos.y) bottomleft = &buf[i]; if (buf[i].screenpos.x > bottomright->screenpos.x && buf[i].screenpos.y > bottomright->screenpos.y) bottomright = &buf[i]; } RotateUV(v0, v1, *topright, *bottomleft); binner.AddTriangle(*topleft, *topright, *bottomleft); binner.AddTriangle(*bottomleft, *topright, *topleft); binner.AddTriangle(*topright, *bottomright, *bottomleft); binner.AddTriangle(*bottomleft, *bottomright, *topright); } void ProcessRect(const ClipVertexData &v0, const ClipVertexData &v1, BinManager &binner) { if (!binner.State().throughMode) { // If any verts were outside range, throw the entire prim away. if (v0.OutsideRange() || v1.OutsideRange()) return; // We may discard the entire rect based on depth values. int outsidePos = 0, outsideNeg = 0; CheckOutsideZ(v0.clippos, outsidePos, outsideNeg); CheckOutsideZ(v1.clippos, outsidePos, outsideNeg); // With depth clamp off, we discard the rectangle if even one vert is outside. if (outsidePos + outsideNeg > 0 && !gstate.isDepthClampEnabled()) return; // With it on, both must be outside in the same direction. else if (outsidePos >= 2 || outsideNeg >= 2) return; bool splitFog = v0.v.fogdepth != v1.v.fogdepth; if (splitFog) { // If they match the same 1/255, we can consider the fog flat. Seen in Resistance. // More efficient if we can avoid splitting. static constexpr float foghalfstep = 0.5f / 255.0f; if (v1.v.fogdepth - foghalfstep <= v0.v.fogdepth && v1.v.fogdepth + foghalfstep >= v0.v.fogdepth) splitFog = false; } if (splitFog) { // Rectangles seem to always use nearest along X for fog depth, but reversed. // TODO: Check exactness of middle. VertexData vhalf0 = v1.v; vhalf0.screenpos.x = v0.v.screenpos.x + (v1.v.screenpos.x - v0.v.screenpos.x) / 2; vhalf0.texturecoords.x = v0.v.texturecoords.x + (v1.v.texturecoords.x - v0.v.texturecoords.x) / 2; VertexData vhalf1 = v1.v; vhalf1.screenpos.x = v0.v.screenpos.x + (v1.v.screenpos.x - v0.v.screenpos.x) / 2; vhalf1.screenpos.y = v0.v.screenpos.y; vhalf1.texturecoords.x = v0.v.texturecoords.x + (v1.v.texturecoords.x - v0.v.texturecoords.x) / 2; vhalf1.texturecoords.y = v0.v.texturecoords.y; VertexData vrev1 = v1.v; vrev1.fogdepth = v0.v.fogdepth; if (binner.State().textureProj) { AddTriangleRect(v0.v, vhalf0, binner); AddTriangleRect(vhalf1, vrev1, binner); } else { binner.AddRect(v0.v, vhalf0); binner.AddRect(vhalf1, vrev1); } } else if (binner.State().textureProj) { AddTriangleRect(v0.v, v1.v, binner); } else { binner.AddRect(v0.v, v1.v); } } else { // through mode handling if (Rasterizer::RectangleFastPath(v0.v, v1.v, binner)) { return; } else if (gstate.isModeClear() && !gstate.isDitherEnabled()) { binner.AddClearRect(v0.v, v1.v); } else { binner.AddRect(v0.v, v1.v); } } } void ProcessPoint(const ClipVertexData &v0, BinManager &binner) { // If any verts were outside range, throw the entire prim away. if (!binner.State().throughMode) { if (v0.OutsideRange()) return; } // Points need no clipping. Will be bounds checked in the rasterizer (which seems backwards?) binner.AddPoint(v0.v); } void ProcessLine(const ClipVertexData &v0, const ClipVertexData &v1, BinManager &binner) { if (binner.State().throughMode) { // Actually, should clip this one too so we don't need to do bounds checks in the rasterizer. binner.AddLine(v0.v, v1.v); return; } // If any verts were outside range, throw the entire prim away. if (v0.OutsideRange() || v1.OutsideRange()) return; int outsidePos = 0, outsideNeg = 0; CheckOutsideZ(v0.clippos, outsidePos, outsideNeg); CheckOutsideZ(v1.clippos, outsidePos, outsideNeg); // With depth clamp off, we discard the line if even one vert is outside. if (outsidePos + outsideNeg > 0 && !gstate.isDepthClampEnabled()) return; // With it on, both must be outside in the same direction. else if (outsidePos >= 2 || outsideNeg >= 2) return; int mask0 = CalcClipMask(v0.clippos); int mask1 = CalcClipMask(v1.clippos); int mask = mask0 | mask1; if ((mask & CLIP_NEG_Z_BIT) == 0) { binner.AddLine(v0.v, v1.v); return; } ClipVertexData ClippedVertices[2] = { v0, v1 }; ClipVertexData *Vertices[2] = { &ClippedVertices[0], &ClippedVertices[1] }; CLIP_LINE(CLIP_NEG_Z_BIT, 0, 0, 1, 1); ClipVertexData data[2] = { *Vertices[0], *Vertices[1] }; if (!data[0].OutsideRange() && !data[1].OutsideRange()) binner.AddLine(data[0].v, data[1].v); } void ProcessTriangle(const ClipVertexData &v0, const ClipVertexData &v1, const ClipVertexData &v2, const ClipVertexData &provoking, BinManager &binner) { int mask = 0; if (!binner.State().throughMode) { // If any verts were outside range, throw the entire prim away. if (v0.OutsideRange() || v1.OutsideRange() || v2.OutsideRange()) return; // If all verts have negative W, we also cull. if (v0.clippos.w < 0.0f && v1.clippos.w < 0.0f && v2.clippos.w < 0.0f) return; mask |= CalcClipMask(v0.clippos); mask |= CalcClipMask(v1.clippos); mask |= CalcClipMask(v2.clippos); // We may discard the entire triangle based on depth values. First check what's outside. int outsidePos = 0, outsideNeg = 0; CheckOutsideZ(v0.clippos, outsidePos, outsideNeg); CheckOutsideZ(v1.clippos, outsidePos, outsideNeg); CheckOutsideZ(v2.clippos, outsidePos, outsideNeg); // With depth clamp off, we discard the triangle if even one vert is outside. if (outsidePos + outsideNeg > 0 && !gstate.isDepthClampEnabled()) return; // With it on, all three must be outside in the same direction. else if (outsidePos >= 3 || outsideNeg >= 3) return; } // No clipping is common, let's skip processing if we can. if ((mask & CLIP_NEG_Z_BIT) == 0) { if (gstate.getShadeMode() == GE_SHADE_FLAT) { // So that the order of clipping doesn't matter... VertexData corrected2 = v2.v; corrected2.color0 = provoking.v.color0; corrected2.color1 = provoking.v.color1; binner.AddTriangle(v0.v, v1.v, corrected2); } else { binner.AddTriangle(v0.v, v1.v, v2.v); } return; } enum { NUM_CLIPPED_VERTICES = 3, NUM_INDICES = NUM_CLIPPED_VERTICES + 3 }; ClipVertexData* Vertices[NUM_INDICES]; ClipVertexData ClippedVertices[NUM_INDICES]; for (int i = 0; i < NUM_INDICES; ++i) Vertices[i] = &ClippedVertices[i]; // TODO: Change logic when it's a backface (why? In what way?) ClippedVertices[0] = v0; ClippedVertices[1] = v1; ClippedVertices[2] = v2; int indices[NUM_INDICES] = { 0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG }; int numIndices = 3; for (int i = 0; i < 3; i += 3) { int vlist[2][2*6+1]; int *inlist = vlist[0], *outlist = vlist[1]; int n = 3; int numVertices = 3; inlist[0] = 0; inlist[1] = 1; inlist[2] = 2; // mark this triangle as unused in case it should be completely clipped indices[0] = SKIP_FLAG; indices[1] = SKIP_FLAG; indices[2] = SKIP_FLAG; // The PSP only clips on negative Z (importantly, regardless of viewport.) CLIP_POLY(CLIP_NEG_Z_BIT, 0, 0, 1, 1); // transform the poly in inlist into triangles indices[0] = inlist[0]; indices[1] = inlist[1]; indices[2] = inlist[2]; for (int j = 3; j < n; ++j) { indices[numIndices++] = inlist[0]; indices[numIndices++] = inlist[j - 1]; indices[numIndices++] = inlist[j]; } } for (int i = 0; i + 3 <= numIndices; i += 3) { if (indices[i] != SKIP_FLAG) { ClipVertexData &subv0 = *Vertices[indices[i + 0]]; ClipVertexData &subv1 = *Vertices[indices[i + 1]]; ClipVertexData &subv2 = *Vertices[indices[i + 2]]; if (subv0.OutsideRange() || subv1.OutsideRange() || subv2.OutsideRange()) continue; if (gstate.getShadeMode() == GE_SHADE_FLAT) { // So that the order of clipping doesn't matter... subv2.v.color0 = provoking.v.color0; subv2.v.color1 = provoking.v.color1; } binner.AddTriangle(subv0.v, subv1.v, subv2.v); } } } } // namespace