GPU: Implement line renderering in software renderer

This commit is contained in:
Connor McLaughlin 2019-12-22 18:53:20 +10:00
parent ad93d83421
commit a1b52980e2
2 changed files with 147 additions and 0 deletions

View file

@ -230,6 +230,29 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
case Primitive::Line: case Primitive::Line:
{ {
const u32 first_color = rc.color_for_first_vertex;
const bool shaded = rc.shading_enable;
std::array<SWVertex, 2> vertices = {};
u32 buffer_pos = 1;
// first vertex
SWVertex* p0 = &vertices[0];
SWVertex* p1 = &vertices[1];
p0->SetPosition(VertexPosition{command_ptr[buffer_pos++]});
p0->SetColorRGB24(first_color);
// remaining vertices in line strip
for (u32 i = 1; i < num_vertices; i++)
{
p1->SetColorRGB24(shaded ? (command_ptr[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_color);
p1->SetPosition(VertexPosition{command_ptr[buffer_pos++]});
DrawLine(rc, p0, p1);
// swap p0/p1 so that the last vertex is used as the first for the next line
std::swap(p0, p1);
}
} }
break; break;
@ -239,6 +262,31 @@ void GPU_SW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
} }
} }
enum : u32
{
COORD_FRAC_BITS = 32,
COLOR_FRAC_BITS = 12
};
using FixedPointCoord = u64;
constexpr FixedPointCoord IntToFixedCoord(s32 x)
{
return (ZeroExtend64(static_cast<u32>(x)) << COORD_FRAC_BITS) | (ZeroExtend64(1u) << (COORD_FRAC_BITS - 1));
}
using FixedPointColor = u32;
constexpr FixedPointColor IntToFixedColor(u8 r)
{
return ZeroExtend32(r) << COLOR_FRAC_BITS | (1u << (COLOR_FRAC_BITS - 1));
}
constexpr u8 FixedColorToInt(FixedPointColor r)
{
return Truncate8(r >> 12);
}
bool GPU_SW::IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2) bool GPU_SW::IsClockwiseWinding(const SWVertex* v0, const SWVertex* v1, const SWVertex* v2)
{ {
const s32 abx = v1->x - v0->x; const s32 abx = v1->x - v0->x;
@ -505,6 +553,95 @@ void GPU_SW::ShadePixel(RenderCommand rc, u32 x, u32 y, u8 color_r, u8 color_g,
SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR()); SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | m_GPUSTAT.GetMaskOR());
} }
constexpr FixedPointCoord GetLineCoordStep(s32 delta, s32 k)
{
s64 delta_fp = static_cast<s64>(ZeroExtend64(static_cast<u32>(delta)) << 32);
if (delta_fp < 0)
delta_fp -= s64(k - 1);
if (delta_fp > 0)
delta_fp += s64(k - 1);
return static_cast<FixedPointCoord>(delta_fp / k);
}
constexpr s32 FixedToIntCoord(FixedPointCoord x)
{
return static_cast<s32>(Truncate32(x >> COORD_FRAC_BITS));
}
constexpr FixedPointColor GetLineColorStep(s32 delta, s32 k)
{
return static_cast<s32>(static_cast<u32>(delta) << COLOR_FRAC_BITS) / k;
}
void GPU_SW::DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1)
{
// Algorithm based on Mednafen.
const bool dither_enable = rc.IsDitheringEnabled() && m_GPUSTAT.dither_enable;
const bool shaded = rc.shading_enable;
if (p0->x > p1->x)
std::swap(p0, p1);
const s32 dx = p1->x - p0->x;
const s32 dy = p1->y - p0->y;
const s32 k = std::max(std::abs(dx), std::abs(dy));
FixedPointCoord step_x, step_y;
FixedPointColor step_r = 0, step_g = 0, step_b = 0;
if (k > 0)
{
step_x = GetLineCoordStep(dx, k);
step_y = GetLineCoordStep(dy, k);
if (shaded)
{
step_r = GetLineColorStep(s32(ZeroExtend32(p1->color_r)) - s32(ZeroExtend32(p0->color_r)), k);
step_g = GetLineColorStep(s32(ZeroExtend32(p1->color_g)) - s32(ZeroExtend32(p0->color_g)), k);
step_b = GetLineColorStep(s32(ZeroExtend32(p1->color_b)) - s32(ZeroExtend32(p0->color_b)), k);
}
}
else
{
step_x = 0;
step_y = 0;
}
FixedPointCoord current_x = IntToFixedCoord(p0->x);
FixedPointCoord current_y = IntToFixedCoord(p0->y);
FixedPointColor current_r = IntToFixedColor(p0->color_r);
FixedPointColor current_g = IntToFixedColor(p0->color_g);
FixedPointColor current_b = IntToFixedColor(p0->color_b);
for (s32 i = 0; i <= k; i++)
{
const s32 x = m_drawing_offset.x + FixedToIntCoord(current_x);
const s32 y = m_drawing_offset.y + FixedToIntCoord(current_y);
const u8 r = shaded ? FixedColorToInt(current_r) : p0->color_r;
const u8 g = shaded ? FixedColorToInt(current_g) : p0->color_g;
const u8 b = shaded ? FixedColorToInt(current_b) : p0->color_b;
if (x >= static_cast<s32>(m_drawing_area.left) && x <= static_cast<s32>(m_drawing_area.right) &&
y >= static_cast<s32>(m_drawing_area.top) && y <= static_cast<s32>(m_drawing_area.bottom))
{
ShadePixel(rc, static_cast<u32>(x), static_cast<u32>(y), r, g, b, 0, 0, dither_enable);
}
current_x += step_x;
current_y += step_y;
if (shaded)
{
current_r += step_r;
current_g += step_g;
current_b += step_b;
}
}
}
std::unique_ptr<GPU> GPU::CreateSoftwareRenderer() std::unique_ptr<GPU> GPU::CreateSoftwareRenderer()
{ {
return std::make_unique<GPU_SW>(); return std::make_unique<GPU_SW>();

View file

@ -32,6 +32,15 @@ protected:
s32 x, y; s32 x, y;
u8 color_r, color_g, color_b; u8 color_r, color_g, color_b;
u8 texcoord_x, texcoord_y; u8 texcoord_x, texcoord_y;
ALWAYS_INLINE void SetPosition(VertexPosition p)
{
x = p.x;
y = p.y;
}
ALWAYS_INLINE void SetColorRGB24(u32 color) { std::tie(color_r, color_g, color_b) = UnpackColorRGB24(color); }
ALWAYS_INLINE void SetTexcoord(u16 value) { std::tie(texcoord_x, texcoord_y) = UnpackTexcoord(value); }
}; };
void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override; void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
@ -60,6 +69,7 @@ protected:
void DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2); void DrawTriangle(RenderCommand rc, const SWVertex* v0, const SWVertex* v1, const SWVertex* v2);
void DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b, void DrawRectangle(RenderCommand rc, s32 origin_x, s32 origin_y, u32 width, u32 height, u8 r, u8 g, u8 b,
u8 origin_texcoord_x, u8 origin_texcoord_y); u8 origin_texcoord_x, u8 origin_texcoord_y);
void DrawLine(RenderCommand rc, const SWVertex* p0, const SWVertex* p1);
std::vector<u32> m_display_texture_buffer; std::vector<u32> m_display_texture_buffer;
std::unique_ptr<HostDisplayTexture> m_display_texture; std::unique_ptr<HostDisplayTexture> m_display_texture;