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authorPokechu22 <Pokechu022@gmail.com>2021-11-30 22:33:31 -0800
committerPokechu22 <Pokechu022@gmail.com>2022-04-08 20:05:32 -0700
commit164e0f742d544f369f7a45e20815f22056a7d866 (patch)
treedff89a7b28dbb4394b139ac8cf5ea2d20ed8d25c /Source/Core/VideoBackends/Software/Rasterizer.cpp
parent3a742e99bbf223bd268024a32ad6d1a5362be47f (diff)
Software: Store offset in Slope
This is needed since we need a separate offset for zfreeze to work correctly. It also makes the code a bit less jank.
Diffstat (limited to 'Source/Core/VideoBackends/Software/Rasterizer.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/Rasterizer.cpp153
1 files changed, 91 insertions, 62 deletions
diff --git a/Source/Core/VideoBackends/Software/Rasterizer.cpp b/Source/Core/VideoBackends/Software/Rasterizer.cpp
index d29e4954f2..b3d0dd3fdb 100644
--- a/Source/Core/VideoBackends/Software/Rasterizer.cpp
+++ b/Source/Core/VideoBackends/Software/Rasterizer.cpp
@@ -20,16 +20,82 @@ namespace Rasterizer
{
static constexpr int BLOCK_SIZE = 2;
+struct SlopeContext
+{
+ SlopeContext(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
+ s32 x0, s32 y0)
+ : x0(x0), y0(y0)
+ {
+ // adjust a little less than 0.5
+ const float adjust = 0.495f;
+
+ xOff = ((float)x0 - v0->screenPosition.x) + adjust;
+ yOff = ((float)y0 - v0->screenPosition.y) + adjust;
+
+ dx10 = v1->screenPosition.x - v0->screenPosition.x;
+ dx20 = v2->screenPosition.x - v0->screenPosition.x;
+ dy10 = v1->screenPosition.y - v0->screenPosition.y;
+ dy20 = v2->screenPosition.y - v0->screenPosition.y;
+ }
+ s32 x0;
+ s32 y0;
+ float xOff;
+ float yOff;
+ float dx10;
+ float dx20;
+ float dy10;
+ float dy20;
+};
+
+struct Slope
+{
+ Slope() = default;
+ Slope(float f0, float f1, float f2, const SlopeContext& ctx) : f0(f0)
+ {
+ float delta_20 = f2 - f0;
+ float delta_10 = f1 - f0;
+
+ // x2 - x0 y1 - y0 x1 - x0 y2 - y0
+ float a = delta_20 * ctx.dy10 - delta_10 * ctx.dy20;
+ float b = ctx.dx20 * delta_10 - ctx.dx10 * delta_20;
+ float c = ctx.dx20 * ctx.dy10 - ctx.dx10 * ctx.dy20;
+
+ dfdx = a / c;
+ dfdy = b / c;
+
+ x0 = ctx.x0;
+ y0 = ctx.y0;
+ xOff = ctx.xOff;
+ yOff = ctx.yOff;
+ }
+
+ // These default values are used in the unlikely case that zfreeze is enabled when drawing the
+ // first primitive.
+ // TODO: This is just a guess!
+ float dfdx = 0.0f;
+ float dfdy = 0.0f;
+ float f0 = 1.0f;
+
+ // Both an s32 value and a float value are used to minimize rounding error
+ // TODO: is this really needed?
+ s32 x0 = 0;
+ s32 y0 = 0;
+ float xOff = 0.0f;
+ float yOff = 0.0f;
+
+ float GetValue(s32 x, s32 y) const
+ {
+ float dx = xOff + (float)(x - x0);
+ float dy = yOff + (float)(y - y0);
+ return f0 + (dfdx * dx) + (dfdy * dy);
+ }
+};
+
static Slope ZSlope;
static Slope WSlope;
static Slope ColorSlopes[2][4];
static Slope TexSlopes[8][3];
-static s32 vertex0X;
-static s32 vertex0Y;
-static float vertexOffsetX;
-static float vertexOffsetY;
-
static Tev tev;
static RasterBlock rasterBlock;
@@ -37,11 +103,9 @@ void Init()
{
tev.Init();
- // Set initial z reference plane in the unlikely case that zfreeze is enabled when drawing the
- // first primitive.
- // TODO: This is just a guess!
- ZSlope.dfdx = ZSlope.dfdy = 0.f;
- ZSlope.f0 = 1.f;
+ // The other slopes are set each for each primitive drawn, but zfreeze means that the z slope
+ // needs to be set to an (untested) default value.
+ ZSlope = Slope();
}
// Returns approximation of log2(f) in s28.4
@@ -75,10 +139,7 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
{
INCSTAT(g_stats.this_frame.rasterized_pixels);
- float dx = vertexOffsetX + (float)(x - vertex0X);
- float dy = vertexOffsetY + (float)(y - vertex0Y);
-
- s32 z = (s32)std::clamp<float>(ZSlope.GetValue(dx, dy), 0.0f, 16777215.0f);
+ s32 z = (s32)std::clamp<float>(ZSlope.GetValue(x, y), 0.0f, 16777215.0f);
if (bpmem.UseEarlyDepthTest())
{
@@ -104,7 +165,7 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
{
for (int comp = 0; comp < 4; comp++)
{
- u16 color = (u16)ColorSlopes[i][comp].GetValue(dx, dy);
+ u16 color = (u16)ColorSlopes[i][comp].GetValue(x, y);
// clamp color value to 0
u16 mask = ~(color >> 8);
@@ -136,31 +197,6 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
tev.Draw();
}
-static void InitTriangle(float X1, float Y1, s32 xi, s32 yi)
-{
- vertex0X = xi;
- vertex0Y = yi;
-
- // adjust a little less than 0.5
- const float adjust = 0.495f;
-
- vertexOffsetX = ((float)xi - X1) + adjust;
- vertexOffsetY = ((float)yi - Y1) + adjust;
-}
-
-static void InitSlope(Slope* slope, float f1, float f2, float f3, float DX31, float DX12,
- float DY12, float DY31)
-{
- float DF31 = f3 - f1;
- float DF21 = f2 - f1;
- float a = DF31 * -DY12 - DF21 * DY31;
- float b = DX31 * DF21 + DX12 * DF31;
- float c = -DX12 * DY31 - DX31 * -DY12;
- slope->dfdx = -a / c;
- slope->dfdy = -b / c;
- slope->f0 = f1;
-}
-
static inline void CalculateLOD(s32* lodp, bool* linear, u32 texmap, u32 texcoord)
{
auto texUnit = bpmem.tex.GetUnit(texmap);
@@ -220,22 +256,22 @@ static void BuildBlock(s32 blockX, s32 blockY)
{
RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
- float dx = vertexOffsetX + (float)(xi + blockX - vertex0X);
- float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y);
+ s32 x = xi + blockX;
+ s32 y = yi + blockY;
- float invW = 1.0f / WSlope.GetValue(dx, dy);
+ float invW = 1.0f / WSlope.GetValue(x, y);
pixel.InvW = invW;
// tex coords
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
{
float projection = invW;
- float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
+ float q = TexSlopes[i][2].GetValue(x, y) * invW;
if (q != 0.0f)
projection = invW / q;
- pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
- pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
+ pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection;
+ pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection;
}
}
}
@@ -334,19 +370,12 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
if (minx >= maxx || miny >= maxy)
return;
- // Setup slopes
- float fltx1 = v0->screenPosition.x;
- float flty1 = v0->screenPosition.y;
- float fltdx31 = v2->screenPosition.x - fltx1;
- float fltdx12 = fltx1 - v1->screenPosition.x;
- float fltdy12 = flty1 - v1->screenPosition.y;
- float fltdy31 = v2->screenPosition.y - flty1;
-
- InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
+ // Set up slopes
+ const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
float w[3] = {1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w,
1.0f / v2->projectedPosition.w};
- InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31);
+ WSlope = Slope(w[0], w[1], w[2], ctx);
// TODO: The zfreeze emulation is not quite correct, yet!
// Many things might prevent us from reaching this line (culling, clipping, scissoring).
@@ -355,21 +384,21 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
// We're currently sloppy at this since we abort early if any of the culling/clipping/scissoring
// tests fail.
if (!bpmem.genMode.zfreeze)
- InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31,
- fltdx12, fltdy12, fltdy31);
+ ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx);
for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
{
for (int comp = 0; comp < 4; comp++)
- InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp],
- fltdx31, fltdx12, fltdy12, fltdy31);
+ ColorSlopes[i][comp] = Slope(v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], ctx);
}
for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
{
for (int comp = 0; comp < 3; comp++)
- InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
- v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
+ {
+ TexSlopes[i][comp] = Slope(v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
+ v2->texCoords[i][comp] * w[2], ctx);
+ }
}
// Half-edge constants