mirror of
https://github.com/RetroDECK/Duckstation.git
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940 lines
31 KiB
C++
940 lines
31 KiB
C++
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#include "gpu.h"
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#include "gpu_sw_backend.h"
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#include "system.h"
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#include "util/gpu_device.h"
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#include <algorithm>
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GPU_SW_Backend::GPU_SW_Backend() = default;
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GPU_SW_Backend::~GPU_SW_Backend() = default;
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bool GPU_SW_Backend::Initialize(bool force_thread)
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{
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return GPUBackend::Initialize(force_thread);
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}
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void GPU_SW_Backend::Reset()
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{
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GPUBackend::Reset();
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}
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void GPU_SW_Backend::DrawPolygon(const GPUBackendDrawPolygonCommand* cmd)
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{
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const GPURenderCommand rc{cmd->rc.bits};
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const bool dithering_enable = rc.IsDitheringEnabled() && cmd->draw_mode.dither_enable;
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const DrawTriangleFunction DrawFunction = GetDrawTriangleFunction(
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rc.shading_enable, rc.texture_enable, rc.raw_texture_enable, rc.transparency_enable, dithering_enable);
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(this->*DrawFunction)(cmd, &cmd->vertices[0], &cmd->vertices[1], &cmd->vertices[2]);
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if (rc.quad_polygon)
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(this->*DrawFunction)(cmd, &cmd->vertices[2], &cmd->vertices[1], &cmd->vertices[3]);
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}
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void GPU_SW_Backend::DrawRectangle(const GPUBackendDrawRectangleCommand* cmd)
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{
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const GPURenderCommand rc{cmd->rc.bits};
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const DrawRectangleFunction DrawFunction =
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GetDrawRectangleFunction(rc.texture_enable, rc.raw_texture_enable, rc.transparency_enable);
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(this->*DrawFunction)(cmd);
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}
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void GPU_SW_Backend::DrawLine(const GPUBackendDrawLineCommand* cmd)
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{
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const DrawLineFunction DrawFunction =
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GetDrawLineFunction(cmd->rc.shading_enable, cmd->rc.transparency_enable, cmd->IsDitheringEnabled());
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for (u16 i = 1; i < cmd->num_vertices; i++)
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(this->*DrawFunction)(cmd, &cmd->vertices[i - 1], &cmd->vertices[i]);
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}
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constexpr GPU_SW_Backend::DitherLUT GPU_SW_Backend::ComputeDitherLUT()
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{
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DitherLUT lut = {};
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for (u32 i = 0; i < DITHER_MATRIX_SIZE; i++)
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{
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for (u32 j = 0; j < DITHER_MATRIX_SIZE; j++)
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{
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for (u32 value = 0; value < DITHER_LUT_SIZE; value++)
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{
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const s32 dithered_value = (static_cast<s32>(value) + DITHER_MATRIX[i][j]) >> 3;
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lut[i][j][value] = static_cast<u8>((dithered_value < 0) ? 0 : ((dithered_value > 31) ? 31 : dithered_value));
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}
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}
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}
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return lut;
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}
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static constexpr GPU_SW_Backend::DitherLUT s_dither_lut = GPU_SW_Backend::ComputeDitherLUT();
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable, bool dithering_enable>
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void ALWAYS_INLINE_RELEASE GPU_SW_Backend::ShadePixel(const GPUBackendDrawCommand* cmd, u32 x, u32 y, u8 color_r,
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u8 color_g, u8 color_b, u8 texcoord_x, u8 texcoord_y)
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{
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VRAMPixel color;
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if constexpr (texture_enable)
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{
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// Apply texture window
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texcoord_x = (texcoord_x & cmd->window.and_x) | cmd->window.or_x;
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texcoord_y = (texcoord_y & cmd->window.and_y) | cmd->window.or_y;
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VRAMPixel texture_color;
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switch (cmd->draw_mode.texture_mode)
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{
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case GPUTextureMode::Palette4Bit:
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{
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const u16 palette_value =
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GetPixel((cmd->draw_mode.GetTexturePageBaseX() + ZeroExtend32(texcoord_x / 4)) % VRAM_WIDTH,
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(cmd->draw_mode.GetTexturePageBaseY() + ZeroExtend32(texcoord_y)) % VRAM_HEIGHT);
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const u16 palette_index = (palette_value >> ((texcoord_x % 4) * 4)) & 0x0Fu;
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texture_color.bits =
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GetPixel((cmd->palette.GetXBase() + ZeroExtend32(palette_index)) % VRAM_WIDTH, cmd->palette.GetYBase());
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}
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break;
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case GPUTextureMode::Palette8Bit:
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{
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const u16 palette_value =
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GetPixel((cmd->draw_mode.GetTexturePageBaseX() + ZeroExtend32(texcoord_x / 2)) % VRAM_WIDTH,
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(cmd->draw_mode.GetTexturePageBaseY() + ZeroExtend32(texcoord_y)) % VRAM_HEIGHT);
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const u16 palette_index = (palette_value >> ((texcoord_x % 2) * 8)) & 0xFFu;
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texture_color.bits =
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GetPixel((cmd->palette.GetXBase() + ZeroExtend32(palette_index)) % VRAM_WIDTH, cmd->palette.GetYBase());
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}
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break;
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default:
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{
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texture_color.bits = GetPixel((cmd->draw_mode.GetTexturePageBaseX() + ZeroExtend32(texcoord_x)) % VRAM_WIDTH,
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(cmd->draw_mode.GetTexturePageBaseY() + ZeroExtend32(texcoord_y)) % VRAM_HEIGHT);
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}
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break;
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}
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if (texture_color.bits == 0)
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return;
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if constexpr (raw_texture_enable)
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{
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color.bits = texture_color.bits;
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}
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else
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{
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const u32 dither_y = (dithering_enable) ? (y & 3u) : 2u;
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const u32 dither_x = (dithering_enable) ? (x & 3u) : 3u;
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color.bits = (ZeroExtend16(s_dither_lut[dither_y][dither_x][(u16(texture_color.r) * u16(color_r)) >> 4]) << 0) |
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(ZeroExtend16(s_dither_lut[dither_y][dither_x][(u16(texture_color.g) * u16(color_g)) >> 4]) << 5) |
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(ZeroExtend16(s_dither_lut[dither_y][dither_x][(u16(texture_color.b) * u16(color_b)) >> 4]) << 10) |
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(texture_color.bits & 0x8000u);
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}
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}
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else
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{
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const u32 dither_y = (dithering_enable) ? (y & 3u) : 2u;
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const u32 dither_x = (dithering_enable) ? (x & 3u) : 3u;
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// Non-textured transparent polygons don't set bit 15, but are treated as transparent.
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color.bits = (ZeroExtend16(s_dither_lut[dither_y][dither_x][color_r]) << 0) |
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(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_g]) << 5) |
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(ZeroExtend16(s_dither_lut[dither_y][dither_x][color_b]) << 10) | (transparency_enable ? 0x8000u : 0);
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}
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const VRAMPixel bg_color{GetPixel(static_cast<u32>(x), static_cast<u32>(y))};
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if constexpr (transparency_enable)
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{
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if (color.bits & 0x8000u || !texture_enable)
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{
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// Based on blargg's efficient 15bpp pixel math.
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u32 bg_bits = ZeroExtend32(bg_color.bits);
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u32 fg_bits = ZeroExtend32(color.bits);
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switch (cmd->draw_mode.transparency_mode)
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{
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case GPUTransparencyMode::HalfBackgroundPlusHalfForeground:
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{
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bg_bits |= 0x8000u;
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color.bits = Truncate16(((fg_bits + bg_bits) - ((fg_bits ^ bg_bits) & 0x0421u)) >> 1);
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}
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break;
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case GPUTransparencyMode::BackgroundPlusForeground:
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{
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bg_bits &= ~0x8000u;
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const u32 sum = fg_bits + bg_bits;
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const u32 carry = (sum - ((fg_bits ^ bg_bits) & 0x8421u)) & 0x8420u;
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color.bits = Truncate16((sum - carry) | (carry - (carry >> 5)));
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}
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break;
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case GPUTransparencyMode::BackgroundMinusForeground:
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{
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bg_bits |= 0x8000u;
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fg_bits &= ~0x8000u;
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const u32 diff = bg_bits - fg_bits + 0x108420u;
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const u32 borrow = (diff - ((bg_bits ^ fg_bits) & 0x108420u)) & 0x108420u;
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color.bits = Truncate16((diff - borrow) & (borrow - (borrow >> 5)));
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}
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break;
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case GPUTransparencyMode::BackgroundPlusQuarterForeground:
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{
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bg_bits &= ~0x8000u;
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fg_bits = ((fg_bits >> 2) & 0x1CE7u) | 0x8000u;
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const u32 sum = fg_bits + bg_bits;
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const u32 carry = (sum - ((fg_bits ^ bg_bits) & 0x8421u)) & 0x8420u;
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color.bits = Truncate16((sum - carry) | (carry - (carry >> 5)));
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}
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break;
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default:
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break;
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}
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// See above.
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if constexpr (!texture_enable)
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color.bits &= ~0x8000u;
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}
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}
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const u16 mask_and = cmd->params.GetMaskAND();
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if ((bg_color.bits & mask_and) != 0)
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return;
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SetPixel(static_cast<u32>(x), static_cast<u32>(y), color.bits | cmd->params.GetMaskOR());
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}
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template<bool texture_enable, bool raw_texture_enable, bool transparency_enable>
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void GPU_SW_Backend::DrawRectangle(const GPUBackendDrawRectangleCommand* cmd)
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{
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const s32 origin_x = cmd->x;
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const s32 origin_y = cmd->y;
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const auto [r, g, b] = UnpackColorRGB24(cmd->color);
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const auto [origin_texcoord_x, origin_texcoord_y] = UnpackTexcoord(cmd->texcoord);
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for (u32 offset_y = 0; offset_y < cmd->height; offset_y++)
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{
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const s32 y = origin_y + static_cast<s32>(offset_y);
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if (y < static_cast<s32>(m_drawing_area.top) || y > static_cast<s32>(m_drawing_area.bottom) ||
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(cmd->params.interlaced_rendering && cmd->params.active_line_lsb == (Truncate8(static_cast<u32>(y)) & 1u)))
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{
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continue;
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}
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const u8 texcoord_y = Truncate8(ZeroExtend32(origin_texcoord_y) + offset_y);
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for (u32 offset_x = 0; offset_x < cmd->width; offset_x++)
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{
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const s32 x = origin_x + static_cast<s32>(offset_x);
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if (x < static_cast<s32>(m_drawing_area.left) || x > static_cast<s32>(m_drawing_area.right))
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continue;
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const u8 texcoord_x = Truncate8(ZeroExtend32(origin_texcoord_x) + offset_x);
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ShadePixel<texture_enable, raw_texture_enable, transparency_enable, false>(
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cmd, static_cast<u32>(x), static_cast<u32>(y), r, g, b, texcoord_x, texcoord_y);
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}
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}
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}
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//////////////////////////////////////////////////////////////////////////
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// Polygon and line rasterization ported from Mednafen
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//////////////////////////////////////////////////////////////////////////
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#define COORD_FBS 12
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#define COORD_MF_INT(n) ((n) << COORD_FBS)
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#define COORD_POST_PADDING 12
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static ALWAYS_INLINE_RELEASE s64 MakePolyXFP(s32 x)
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{
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return ((u64)x << 32) + ((1ULL << 32) - (1 << 11));
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}
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static ALWAYS_INLINE_RELEASE s64 MakePolyXFPStep(s32 dx, s32 dy)
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{
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s64 ret;
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s64 dx_ex = (u64)dx << 32;
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if (dx_ex < 0)
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dx_ex -= dy - 1;
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if (dx_ex > 0)
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dx_ex += dy - 1;
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ret = dx_ex / dy;
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return (ret);
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}
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static ALWAYS_INLINE_RELEASE s32 GetPolyXFP_Int(s64 xfp)
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{
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return (xfp >> 32);
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}
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template<bool shading_enable, bool texture_enable>
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bool ALWAYS_INLINE_RELEASE GPU_SW_Backend::CalcIDeltas(i_deltas& idl, const GPUBackendDrawPolygonCommand::Vertex* A,
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const GPUBackendDrawPolygonCommand::Vertex* B,
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const GPUBackendDrawPolygonCommand::Vertex* C)
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{
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#define CALCIS(x, y) (((B->x - A->x) * (C->y - B->y)) - ((C->x - B->x) * (B->y - A->y)))
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s32 denom = CALCIS(x, y);
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if (!denom)
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return false;
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if constexpr (shading_enable)
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{
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idl.dr_dx = (u32)(CALCIS(r, y) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.dr_dy = (u32)(CALCIS(x, r) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.dg_dx = (u32)(CALCIS(g, y) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.dg_dy = (u32)(CALCIS(x, g) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.db_dx = (u32)(CALCIS(b, y) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.db_dy = (u32)(CALCIS(x, b) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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}
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if constexpr (texture_enable)
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{
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idl.du_dx = (u32)(CALCIS(u, y) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.du_dy = (u32)(CALCIS(x, u) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.dv_dx = (u32)(CALCIS(v, y) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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idl.dv_dy = (u32)(CALCIS(x, v) * (1 << COORD_FBS) / denom) << COORD_POST_PADDING;
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}
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return true;
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#undef CALCIS
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}
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template<bool shading_enable, bool texture_enable>
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void ALWAYS_INLINE_RELEASE GPU_SW_Backend::AddIDeltas_DX(i_group& ig, const i_deltas& idl, u32 count /*= 1*/)
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{
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if constexpr (shading_enable)
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{
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ig.r += idl.dr_dx * count;
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ig.g += idl.dg_dx * count;
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ig.b += idl.db_dx * count;
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}
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if constexpr (texture_enable)
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{
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ig.u += idl.du_dx * count;
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ig.v += idl.dv_dx * count;
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}
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}
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template<bool shading_enable, bool texture_enable>
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void ALWAYS_INLINE_RELEASE GPU_SW_Backend::AddIDeltas_DY(i_group& ig, const i_deltas& idl, u32 count /*= 1*/)
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{
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if constexpr (shading_enable)
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{
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ig.r += idl.dr_dy * count;
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ig.g += idl.dg_dy * count;
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ig.b += idl.db_dy * count;
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}
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if constexpr (texture_enable)
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{
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ig.u += idl.du_dy * count;
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ig.v += idl.dv_dy * count;
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}
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}
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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bool dithering_enable>
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void GPU_SW_Backend::DrawSpan(const GPUBackendDrawPolygonCommand* cmd, s32 y, s32 x_start, s32 x_bound, i_group ig,
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const i_deltas& idl)
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{
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if (cmd->params.interlaced_rendering && cmd->params.active_line_lsb == (Truncate8(static_cast<u32>(y)) & 1u))
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return;
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s32 x_ig_adjust = x_start;
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s32 w = x_bound - x_start;
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s32 x = TruncateGPUVertexPosition(x_start);
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if (x < static_cast<s32>(m_drawing_area.left))
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{
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s32 delta = static_cast<s32>(m_drawing_area.left) - x;
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x_ig_adjust += delta;
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x += delta;
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w -= delta;
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}
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if ((x + w) > (static_cast<s32>(m_drawing_area.right) + 1))
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w = static_cast<s32>(m_drawing_area.right) + 1 - x;
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if (w <= 0)
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return;
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AddIDeltas_DX<shading_enable, texture_enable>(ig, idl, x_ig_adjust);
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AddIDeltas_DY<shading_enable, texture_enable>(ig, idl, y);
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do
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{
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const u32 r = ig.r >> (COORD_FBS + COORD_POST_PADDING);
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const u32 g = ig.g >> (COORD_FBS + COORD_POST_PADDING);
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const u32 b = ig.b >> (COORD_FBS + COORD_POST_PADDING);
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const u32 u = ig.u >> (COORD_FBS + COORD_POST_PADDING);
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const u32 v = ig.v >> (COORD_FBS + COORD_POST_PADDING);
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ShadePixel<texture_enable, raw_texture_enable, transparency_enable, dithering_enable>(
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cmd, static_cast<u32>(x), static_cast<u32>(y), Truncate8(r), Truncate8(g), Truncate8(b), Truncate8(u),
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Truncate8(v));
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x++;
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AddIDeltas_DX<shading_enable, texture_enable>(ig, idl);
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} while (--w > 0);
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}
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template<bool shading_enable, bool texture_enable, bool raw_texture_enable, bool transparency_enable,
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bool dithering_enable>
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void GPU_SW_Backend::DrawTriangle(const GPUBackendDrawPolygonCommand* cmd,
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const GPUBackendDrawPolygonCommand::Vertex* v0,
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const GPUBackendDrawPolygonCommand::Vertex* v1,
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const GPUBackendDrawPolygonCommand::Vertex* v2)
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{
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u32 core_vertex;
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{
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u32 cvtemp = 0;
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if (v1->x <= v0->x)
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{
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if (v2->x <= v1->x)
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cvtemp = (1 << 2);
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else
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cvtemp = (1 << 1);
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}
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else if (v2->x < v0->x)
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cvtemp = (1 << 2);
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else
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cvtemp = (1 << 0);
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if (v2->y < v1->y)
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{
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std::swap(v2, v1);
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cvtemp = ((cvtemp >> 1) & 0x2) | ((cvtemp << 1) & 0x4) | (cvtemp & 0x1);
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}
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if (v1->y < v0->y)
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{
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std::swap(v1, v0);
|
|
cvtemp = ((cvtemp >> 1) & 0x1) | ((cvtemp << 1) & 0x2) | (cvtemp & 0x4);
|
|
}
|
|
|
|
if (v2->y < v1->y)
|
|
{
|
|
std::swap(v2, v1);
|
|
cvtemp = ((cvtemp >> 1) & 0x2) | ((cvtemp << 1) & 0x4) | (cvtemp & 0x1);
|
|
}
|
|
|
|
core_vertex = cvtemp >> 1;
|
|
}
|
|
|
|
if (v0->y == v2->y)
|
|
return;
|
|
|
|
if (static_cast<u32>(std::abs(v2->x - v0->x)) >= MAX_PRIMITIVE_WIDTH ||
|
|
static_cast<u32>(std::abs(v2->x - v1->x)) >= MAX_PRIMITIVE_WIDTH ||
|
|
static_cast<u32>(std::abs(v1->x - v0->x)) >= MAX_PRIMITIVE_WIDTH ||
|
|
static_cast<u32>(v2->y - v0->y) >= MAX_PRIMITIVE_HEIGHT)
|
|
{
|
|
return;
|
|
}
|
|
|
|
s64 base_coord = MakePolyXFP(v0->x);
|
|
s64 base_step = MakePolyXFPStep((v2->x - v0->x), (v2->y - v0->y));
|
|
s64 bound_coord_us;
|
|
s64 bound_coord_ls;
|
|
bool right_facing;
|
|
|
|
if (v1->y == v0->y)
|
|
{
|
|
bound_coord_us = 0;
|
|
right_facing = (bool)(v1->x > v0->x);
|
|
}
|
|
else
|
|
{
|
|
bound_coord_us = MakePolyXFPStep((v1->x - v0->x), (v1->y - v0->y));
|
|
right_facing = (bool)(bound_coord_us > base_step);
|
|
}
|
|
|
|
if (v2->y == v1->y)
|
|
bound_coord_ls = 0;
|
|
else
|
|
bound_coord_ls = MakePolyXFPStep((v2->x - v1->x), (v2->y - v1->y));
|
|
|
|
i_deltas idl;
|
|
if (!CalcIDeltas<shading_enable, texture_enable>(idl, v0, v1, v2))
|
|
return;
|
|
|
|
const GPUBackendDrawPolygonCommand::Vertex* vertices[3] = {v0, v1, v2};
|
|
|
|
i_group ig;
|
|
if constexpr (texture_enable)
|
|
{
|
|
ig.u = (COORD_MF_INT(vertices[core_vertex]->u) + (1 << (COORD_FBS - 1))) << COORD_POST_PADDING;
|
|
ig.v = (COORD_MF_INT(vertices[core_vertex]->v) + (1 << (COORD_FBS - 1))) << COORD_POST_PADDING;
|
|
}
|
|
|
|
ig.r = (COORD_MF_INT(vertices[core_vertex]->r) + (1 << (COORD_FBS - 1))) << COORD_POST_PADDING;
|
|
ig.g = (COORD_MF_INT(vertices[core_vertex]->g) + (1 << (COORD_FBS - 1))) << COORD_POST_PADDING;
|
|
ig.b = (COORD_MF_INT(vertices[core_vertex]->b) + (1 << (COORD_FBS - 1))) << COORD_POST_PADDING;
|
|
|
|
AddIDeltas_DX<shading_enable, texture_enable>(ig, idl, -vertices[core_vertex]->x);
|
|
AddIDeltas_DY<shading_enable, texture_enable>(ig, idl, -vertices[core_vertex]->y);
|
|
|
|
struct TriangleHalf
|
|
{
|
|
u64 x_coord[2];
|
|
u64 x_step[2];
|
|
|
|
s32 y_coord;
|
|
s32 y_bound;
|
|
|
|
bool dec_mode;
|
|
} tripart[2];
|
|
|
|
u32 vo = 0;
|
|
u32 vp = 0;
|
|
if (core_vertex != 0)
|
|
vo = 1;
|
|
if (core_vertex == 2)
|
|
vp = 3;
|
|
|
|
{
|
|
TriangleHalf* tp = &tripart[vo];
|
|
tp->y_coord = vertices[0 ^ vo]->y;
|
|
tp->y_bound = vertices[1 ^ vo]->y;
|
|
tp->x_coord[right_facing] = MakePolyXFP(vertices[0 ^ vo]->x);
|
|
tp->x_step[right_facing] = bound_coord_us;
|
|
tp->x_coord[!right_facing] = base_coord + ((vertices[vo]->y - vertices[0]->y) * base_step);
|
|
tp->x_step[!right_facing] = base_step;
|
|
tp->dec_mode = vo;
|
|
}
|
|
|
|
{
|
|
TriangleHalf* tp = &tripart[vo ^ 1];
|
|
tp->y_coord = vertices[1 ^ vp]->y;
|
|
tp->y_bound = vertices[2 ^ vp]->y;
|
|
tp->x_coord[right_facing] = MakePolyXFP(vertices[1 ^ vp]->x);
|
|
tp->x_step[right_facing] = bound_coord_ls;
|
|
tp->x_coord[!right_facing] =
|
|
base_coord + ((vertices[1 ^ vp]->y - vertices[0]->y) *
|
|
base_step); // base_coord + ((vertices[1].y - vertices[0].y) * base_step);
|
|
tp->x_step[!right_facing] = base_step;
|
|
tp->dec_mode = vp;
|
|
}
|
|
|
|
for (u32 i = 0; i < 2; i++)
|
|
{
|
|
s32 yi = tripart[i].y_coord;
|
|
s32 yb = tripart[i].y_bound;
|
|
|
|
u64 lc = tripart[i].x_coord[0];
|
|
u64 ls = tripart[i].x_step[0];
|
|
|
|
u64 rc = tripart[i].x_coord[1];
|
|
u64 rs = tripart[i].x_step[1];
|
|
|
|
if (tripart[i].dec_mode)
|
|
{
|
|
while (yi > yb)
|
|
{
|
|
yi--;
|
|
lc -= ls;
|
|
rc -= rs;
|
|
|
|
s32 y = TruncateGPUVertexPosition(yi);
|
|
|
|
if (y < static_cast<s32>(m_drawing_area.top))
|
|
break;
|
|
|
|
if (y > static_cast<s32>(m_drawing_area.bottom))
|
|
continue;
|
|
|
|
DrawSpan<shading_enable, texture_enable, raw_texture_enable, transparency_enable, dithering_enable>(
|
|
cmd, yi, GetPolyXFP_Int(lc), GetPolyXFP_Int(rc), ig, idl);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (yi < yb)
|
|
{
|
|
s32 y = TruncateGPUVertexPosition(yi);
|
|
|
|
if (y > static_cast<s32>(m_drawing_area.bottom))
|
|
break;
|
|
|
|
if (y >= static_cast<s32>(m_drawing_area.top))
|
|
{
|
|
|
|
DrawSpan<shading_enable, texture_enable, raw_texture_enable, transparency_enable, dithering_enable>(
|
|
cmd, yi, GetPolyXFP_Int(lc), GetPolyXFP_Int(rc), ig, idl);
|
|
}
|
|
|
|
yi++;
|
|
lc += ls;
|
|
rc += rs;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
enum
|
|
{
|
|
Line_XY_FractBits = 32
|
|
};
|
|
enum
|
|
{
|
|
Line_RGB_FractBits = 12
|
|
};
|
|
|
|
struct line_fxp_coord
|
|
{
|
|
u64 x, y;
|
|
u32 r, g, b;
|
|
};
|
|
|
|
struct line_fxp_step
|
|
{
|
|
s64 dx_dk, dy_dk;
|
|
s32 dr_dk, dg_dk, db_dk;
|
|
};
|
|
|
|
static ALWAYS_INLINE_RELEASE s64 LineDivide(s64 delta, s32 dk)
|
|
{
|
|
delta = (u64)delta << Line_XY_FractBits;
|
|
|
|
if (delta < 0)
|
|
delta -= dk - 1;
|
|
if (delta > 0)
|
|
delta += dk - 1;
|
|
|
|
return (delta / dk);
|
|
}
|
|
|
|
template<bool shading_enable, bool transparency_enable, bool dithering_enable>
|
|
void GPU_SW_Backend::DrawLine(const GPUBackendDrawLineCommand* cmd, const GPUBackendDrawLineCommand::Vertex* p0,
|
|
const GPUBackendDrawLineCommand::Vertex* p1)
|
|
{
|
|
const s32 i_dx = std::abs(p1->x - p0->x);
|
|
const s32 i_dy = std::abs(p1->y - p0->y);
|
|
const s32 k = (i_dx > i_dy) ? i_dx : i_dy;
|
|
if (i_dx >= MAX_PRIMITIVE_WIDTH || i_dy >= MAX_PRIMITIVE_HEIGHT)
|
|
return;
|
|
|
|
if (p0->x >= p1->x && k > 0)
|
|
std::swap(p0, p1);
|
|
|
|
line_fxp_step step;
|
|
if (k == 0)
|
|
{
|
|
step.dx_dk = 0;
|
|
step.dy_dk = 0;
|
|
|
|
if constexpr (shading_enable)
|
|
{
|
|
step.dr_dk = 0;
|
|
step.dg_dk = 0;
|
|
step.db_dk = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
step.dx_dk = LineDivide(p1->x - p0->x, k);
|
|
step.dy_dk = LineDivide(p1->y - p0->y, k);
|
|
|
|
if constexpr (shading_enable)
|
|
{
|
|
step.dr_dk = (s32)((u32)(p1->r - p0->r) << Line_RGB_FractBits) / k;
|
|
step.dg_dk = (s32)((u32)(p1->g - p0->g) << Line_RGB_FractBits) / k;
|
|
step.db_dk = (s32)((u32)(p1->b - p0->b) << Line_RGB_FractBits) / k;
|
|
}
|
|
}
|
|
|
|
line_fxp_coord cur_point;
|
|
cur_point.x = ((u64)p0->x << Line_XY_FractBits) | (1ULL << (Line_XY_FractBits - 1));
|
|
cur_point.y = ((u64)p0->y << Line_XY_FractBits) | (1ULL << (Line_XY_FractBits - 1));
|
|
|
|
cur_point.x -= 1024;
|
|
|
|
if (step.dy_dk < 0)
|
|
cur_point.y -= 1024;
|
|
|
|
if constexpr (shading_enable)
|
|
{
|
|
cur_point.r = (p0->r << Line_RGB_FractBits) | (1 << (Line_RGB_FractBits - 1));
|
|
cur_point.g = (p0->g << Line_RGB_FractBits) | (1 << (Line_RGB_FractBits - 1));
|
|
cur_point.b = (p0->b << Line_RGB_FractBits) | (1 << (Line_RGB_FractBits - 1));
|
|
}
|
|
|
|
for (s32 i = 0; i <= k; i++)
|
|
{
|
|
// Sign extension is not necessary here for x and y, due to the maximum values that ClipX1 and ClipY1 can contain.
|
|
const s32 x = (cur_point.x >> Line_XY_FractBits) & 2047;
|
|
const s32 y = (cur_point.y >> Line_XY_FractBits) & 2047;
|
|
|
|
if ((!cmd->params.interlaced_rendering || cmd->params.active_line_lsb != (Truncate8(static_cast<u32>(y)) & 1u)) &&
|
|
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))
|
|
{
|
|
const u8 r = shading_enable ? static_cast<u8>(cur_point.r >> Line_RGB_FractBits) : p0->r;
|
|
const u8 g = shading_enable ? static_cast<u8>(cur_point.g >> Line_RGB_FractBits) : p0->g;
|
|
const u8 b = shading_enable ? static_cast<u8>(cur_point.b >> Line_RGB_FractBits) : p0->b;
|
|
|
|
ShadePixel<false, false, transparency_enable, dithering_enable>(cmd, static_cast<u32>(x), static_cast<u32>(y), r,
|
|
g, b, 0, 0);
|
|
}
|
|
|
|
cur_point.x += step.dx_dk;
|
|
cur_point.y += step.dy_dk;
|
|
|
|
if constexpr (shading_enable)
|
|
{
|
|
cur_point.r += step.dr_dk;
|
|
cur_point.g += step.dg_dk;
|
|
cur_point.b += step.db_dk;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_SW_Backend::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color, GPUBackendCommandParameters params)
|
|
{
|
|
const u16 color16 = VRAMRGBA8888ToRGBA5551(color);
|
|
if ((x + width) <= VRAM_WIDTH && !params.interlaced_rendering)
|
|
{
|
|
for (u32 yoffs = 0; yoffs < height; yoffs++)
|
|
{
|
|
const u32 row = (y + yoffs) % VRAM_HEIGHT;
|
|
std::fill_n(&g_vram[row * VRAM_WIDTH + x], width, color16);
|
|
}
|
|
}
|
|
else if (params.interlaced_rendering)
|
|
{
|
|
// Hardware tests show that fills seem to break on the first two lines when the offset matches the displayed field.
|
|
const u32 active_field = params.active_line_lsb;
|
|
for (u32 yoffs = 0; yoffs < height; yoffs++)
|
|
{
|
|
const u32 row = (y + yoffs) % VRAM_HEIGHT;
|
|
if ((row & u32(1)) == active_field)
|
|
continue;
|
|
|
|
u16* row_ptr = &g_vram[row * VRAM_WIDTH];
|
|
for (u32 xoffs = 0; xoffs < width; xoffs++)
|
|
{
|
|
const u32 col = (x + xoffs) % VRAM_WIDTH;
|
|
row_ptr[col] = color16;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (u32 yoffs = 0; yoffs < height; yoffs++)
|
|
{
|
|
const u32 row = (y + yoffs) % VRAM_HEIGHT;
|
|
u16* row_ptr = &g_vram[row * VRAM_WIDTH];
|
|
for (u32 xoffs = 0; xoffs < width; xoffs++)
|
|
{
|
|
const u32 col = (x + xoffs) % VRAM_WIDTH;
|
|
row_ptr[col] = color16;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_SW_Backend::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data,
|
|
GPUBackendCommandParameters params)
|
|
{
|
|
// Fast path when the copy is not oversized.
|
|
if ((x + width) <= VRAM_WIDTH && (y + height) <= VRAM_HEIGHT && !params.IsMaskingEnabled())
|
|
{
|
|
const u16* src_ptr = static_cast<const u16*>(data);
|
|
u16* dst_ptr = &g_vram[y * VRAM_WIDTH + x];
|
|
for (u32 yoffs = 0; yoffs < height; yoffs++)
|
|
{
|
|
std::copy_n(src_ptr, width, dst_ptr);
|
|
src_ptr += width;
|
|
dst_ptr += VRAM_WIDTH;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Slow path when we need to handle wrap-around.
|
|
const u16* src_ptr = static_cast<const u16*>(data);
|
|
const u16 mask_and = params.GetMaskAND();
|
|
const u16 mask_or = params.GetMaskOR();
|
|
|
|
for (u32 row = 0; row < height;)
|
|
{
|
|
u16* dst_row_ptr = &g_vram[((y + row++) % VRAM_HEIGHT) * VRAM_WIDTH];
|
|
for (u32 col = 0; col < width;)
|
|
{
|
|
// TODO: Handle unaligned reads...
|
|
u16* pixel_ptr = &dst_row_ptr[(x + col++) % VRAM_WIDTH];
|
|
if (((*pixel_ptr) & mask_and) == 0)
|
|
*pixel_ptr = *(src_ptr++) | mask_or;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_SW_Backend::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height,
|
|
GPUBackendCommandParameters params)
|
|
{
|
|
// Break up oversized copies. This behavior has not been verified on console.
|
|
if ((src_x + width) > VRAM_WIDTH || (dst_x + width) > VRAM_WIDTH)
|
|
{
|
|
u32 remaining_rows = height;
|
|
u32 current_src_y = src_y;
|
|
u32 current_dst_y = dst_y;
|
|
while (remaining_rows > 0)
|
|
{
|
|
const u32 rows_to_copy =
|
|
std::min<u32>(remaining_rows, std::min<u32>(VRAM_HEIGHT - current_src_y, VRAM_HEIGHT - current_dst_y));
|
|
|
|
u32 remaining_columns = width;
|
|
u32 current_src_x = src_x;
|
|
u32 current_dst_x = dst_x;
|
|
while (remaining_columns > 0)
|
|
{
|
|
const u32 columns_to_copy =
|
|
std::min<u32>(remaining_columns, std::min<u32>(VRAM_WIDTH - current_src_x, VRAM_WIDTH - current_dst_x));
|
|
CopyVRAM(current_src_x, current_src_y, current_dst_x, current_dst_y, columns_to_copy, rows_to_copy, params);
|
|
current_src_x = (current_src_x + columns_to_copy) % VRAM_WIDTH;
|
|
current_dst_x = (current_dst_x + columns_to_copy) % VRAM_WIDTH;
|
|
remaining_columns -= columns_to_copy;
|
|
}
|
|
|
|
current_src_y = (current_src_y + rows_to_copy) % VRAM_HEIGHT;
|
|
current_dst_y = (current_dst_y + rows_to_copy) % VRAM_HEIGHT;
|
|
remaining_rows -= rows_to_copy;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// This doesn't have a fast path, but do we really need one? It's not common.
|
|
const u16 mask_and = params.GetMaskAND();
|
|
const u16 mask_or = params.GetMaskOR();
|
|
|
|
// Copy in reverse when src_x < dst_x, this is verified on console.
|
|
if (src_x < dst_x || ((src_x + width - 1) % VRAM_WIDTH) < ((dst_x + width - 1) % VRAM_WIDTH))
|
|
{
|
|
for (u32 row = 0; row < height; row++)
|
|
{
|
|
const u16* src_row_ptr = &g_vram[((src_y + row) % VRAM_HEIGHT) * VRAM_WIDTH];
|
|
u16* dst_row_ptr = &g_vram[((dst_y + row) % VRAM_HEIGHT) * VRAM_WIDTH];
|
|
|
|
for (s32 col = static_cast<s32>(width - 1); col >= 0; col--)
|
|
{
|
|
const u16 src_pixel = src_row_ptr[(src_x + static_cast<u32>(col)) % VRAM_WIDTH];
|
|
u16* dst_pixel_ptr = &dst_row_ptr[(dst_x + static_cast<u32>(col)) % VRAM_WIDTH];
|
|
if ((*dst_pixel_ptr & mask_and) == 0)
|
|
*dst_pixel_ptr = src_pixel | mask_or;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (u32 row = 0; row < height; row++)
|
|
{
|
|
const u16* src_row_ptr = &g_vram[((src_y + row) % VRAM_HEIGHT) * VRAM_WIDTH];
|
|
u16* dst_row_ptr = &g_vram[((dst_y + row) % VRAM_HEIGHT) * VRAM_WIDTH];
|
|
|
|
for (u32 col = 0; col < width; col++)
|
|
{
|
|
const u16 src_pixel = src_row_ptr[(src_x + col) % VRAM_WIDTH];
|
|
u16* dst_pixel_ptr = &dst_row_ptr[(dst_x + col) % VRAM_WIDTH];
|
|
if ((*dst_pixel_ptr & mask_and) == 0)
|
|
*dst_pixel_ptr = src_pixel | mask_or;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void GPU_SW_Backend::FlushRender() {}
|
|
|
|
void GPU_SW_Backend::DrawingAreaChanged() {}
|
|
|
|
GPU_SW_Backend::DrawLineFunction GPU_SW_Backend::GetDrawLineFunction(bool shading_enable, bool transparency_enable,
|
|
bool dithering_enable)
|
|
{
|
|
static constexpr DrawLineFunction funcs[2][2][2] = {
|
|
{{&GPU_SW_Backend::DrawLine<false, false, false>, &GPU_SW_Backend::DrawLine<false, false, true>},
|
|
{&GPU_SW_Backend::DrawLine<false, true, false>, &GPU_SW_Backend::DrawLine<false, true, true>}},
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{{&GPU_SW_Backend::DrawLine<true, false, false>, &GPU_SW_Backend::DrawLine<true, false, true>},
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{&GPU_SW_Backend::DrawLine<true, true, false>, &GPU_SW_Backend::DrawLine<true, true, true>}}};
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|
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return funcs[u8(shading_enable)][u8(transparency_enable)][u8(dithering_enable)];
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}
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|
|
|
GPU_SW_Backend::DrawRectangleFunction
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GPU_SW_Backend::GetDrawRectangleFunction(bool texture_enable, bool raw_texture_enable, bool transparency_enable)
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{
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static constexpr DrawRectangleFunction funcs[2][2][2] = {
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{{&GPU_SW_Backend::DrawRectangle<false, false, false>, &GPU_SW_Backend::DrawRectangle<false, false, true>},
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{&GPU_SW_Backend::DrawRectangle<false, false, false>, &GPU_SW_Backend::DrawRectangle<false, false, true>}},
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{{&GPU_SW_Backend::DrawRectangle<true, false, false>, &GPU_SW_Backend::DrawRectangle<true, false, true>},
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|
{&GPU_SW_Backend::DrawRectangle<true, true, false>, &GPU_SW_Backend::DrawRectangle<true, true, true>}}};
|
|
|
|
return funcs[u8(texture_enable)][u8(raw_texture_enable)][u8(transparency_enable)];
|
|
}
|
|
|
|
GPU_SW_Backend::DrawTriangleFunction GPU_SW_Backend::GetDrawTriangleFunction(bool shading_enable, bool texture_enable,
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bool raw_texture_enable,
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|
bool transparency_enable,
|
|
bool dithering_enable)
|
|
{
|
|
static constexpr DrawTriangleFunction funcs[2][2][2][2][2] = {
|
|
{{{{&GPU_SW_Backend::DrawTriangle<false, false, false, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, false, false, false, true>},
|
|
{&GPU_SW_Backend::DrawTriangle<false, false, false, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, false, false, true, true>}},
|
|
{{&GPU_SW_Backend::DrawTriangle<false, false, false, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, false, false, false, false>},
|
|
{&GPU_SW_Backend::DrawTriangle<false, false, false, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, false, false, true, false>}}},
|
|
{{{&GPU_SW_Backend::DrawTriangle<false, true, false, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, true, false, false, true>},
|
|
{&GPU_SW_Backend::DrawTriangle<false, true, false, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, true, false, true, true>}},
|
|
{{&GPU_SW_Backend::DrawTriangle<false, true, true, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, true, true, false, false>},
|
|
{&GPU_SW_Backend::DrawTriangle<false, true, true, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<false, true, true, true, false>}}}},
|
|
{{{{&GPU_SW_Backend::DrawTriangle<true, false, false, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, false, false, false, true>},
|
|
{&GPU_SW_Backend::DrawTriangle<true, false, false, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, false, false, true, true>}},
|
|
{{&GPU_SW_Backend::DrawTriangle<true, false, false, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, false, false, false, false>},
|
|
{&GPU_SW_Backend::DrawTriangle<true, false, false, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, false, false, true, false>}}},
|
|
{{{&GPU_SW_Backend::DrawTriangle<true, true, false, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, true, false, false, true>},
|
|
{&GPU_SW_Backend::DrawTriangle<true, true, false, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, true, false, true, true>}},
|
|
{{&GPU_SW_Backend::DrawTriangle<true, true, true, false, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, true, true, false, false>},
|
|
{&GPU_SW_Backend::DrawTriangle<true, true, true, true, false>,
|
|
&GPU_SW_Backend::DrawTriangle<true, true, true, true, false>}}}}};
|
|
|
|
return funcs[u8(shading_enable)][u8(texture_enable)][u8(raw_texture_enable)][u8(transparency_enable)]
|
|
[u8(dithering_enable)];
|
|
} |