From c2ac9be9b23cde55da95b088e39b5bc5ee65a9f7 Mon Sep 17 00:00:00 2001 From: donkopunchstania Date: Wed, 14 Apr 2010 03:27:45 +0000 Subject: Some video SW clean up and bug fixes. Did a hacky fix for bad light data. Add fog rendering. Add some offsets to make rasterized pixel locations and texture coordinates more accurate. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5361 8ced0084-cf51-0410-be5f-012b33b47a6e --- .../Plugin_VideoSoftware/Src/Rasterizer.cpp | 81 ++++++++++++++-------- 1 file changed, 51 insertions(+), 30 deletions(-) (limited to 'Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp') diff --git a/Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp b/Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp index 22ecb1c6d5..c0b7ea2a9a 100644 --- a/Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp +++ b/Source/Plugins/Plugin_VideoSoftware/Src/Rasterizer.cpp @@ -49,6 +49,11 @@ Slope WSlope; Slope ColorSlopes[2][4]; Slope TexSlopes[8][3]; +s32 vertex0X; +s32 vertex0Y; +float vertexOffsetX; +float vertexOffsetY; + s32 scissorLeft = 0; s32 scissorTop = 0; s32 scissorRight = 0; @@ -108,7 +113,10 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi) { INCSTAT(stats.thisFrame.rasterizedPixels); - float zFloat = 1.0f + ZSlope.GetValue(x, y); + float dx = vertexOffsetX + (float)(x - vertex0X); + float dy = vertexOffsetY + (float)(y - vertex0Y); + + float zFloat = 1.0f + ZSlope.GetValue(dx, dy); if (zFloat < 0.0f || zFloat > 1.0f) return; @@ -133,7 +141,7 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi) for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++) { for(int comp = 0; comp < 4; comp++) - tev.Color[i][comp] = (u8)ColorSlopes[i][comp].GetValue(x, y); + tev.Color[i][comp] = (u8)ColorSlopes[i][comp].GetValue(dx, dy); } // tex coords @@ -159,9 +167,21 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi) tev.Draw(); } -void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31, float X1, float Y1) +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; +} + +void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX12, float DY12, float DY31) { - float DF31 = f3 - f1; + float DF31 = f3 - f1; float DF21 = f2 - f1; float a = DF31 * -DY12 - DF21 * DY31; float b = DX31 * DF21 + DX12 * DF31; @@ -169,8 +189,6 @@ void InitSlope(Slope *slope, float f1, float f2, float f3, float DX31, float DX1 slope->dfdx = -a / c; slope->dfdy = -b / c; slope->f0 = f1; - slope->x0 = X1; - slope->y0 = Y1; } inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord) @@ -210,7 +228,7 @@ inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord) bias >>= 1; lod += bias; - linear = (lod >= 0 && (tm0.min_filter & 4) || lod < 0 && tm0.mag_filter); + linear = (lod > 0 && (tm0.min_filter & 4) || lod <= 0 && tm0.mag_filter); // order of checks matters // should be: @@ -227,10 +245,10 @@ void BuildBlock(s32 blockX, s32 blockY) { RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi]; - s32 x = xi + blockX; - s32 y = yi + blockY; + float dx = vertexOffsetX + (float)(xi + blockX - vertex0X); + float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y); - float invW = 1.0f / WSlope.GetValue(x, y); + float invW = 1.0f / WSlope.GetValue(dx, dy); pixel.InvW = invW; // tex coords @@ -239,14 +257,14 @@ void BuildBlock(s32 blockX, s32 blockY) float projection; if (xfregs.texMtxInfo[i].projection) { - float q = TexSlopes[i][2].GetValue(x, y) * invW; + float q = TexSlopes[i][2].GetValue(dx, dy) * invW; projection = invW / q; } else projection = invW; - pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection; - pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection; + pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection; + pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection; } } } @@ -288,14 +306,15 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer // adapted from http://www.devmaster.net/forums/showthread.php?t=1884 - // 28.4 fixed-pou32 coordinates. rounded to nearest - const s32 Y1 = iround(16.0f * v0->screenPosition[1]); - const s32 Y2 = iround(16.0f * v1->screenPosition[1]); - const s32 Y3 = iround(16.0f * v2->screenPosition[1]); + // 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output + // could also take floor and adjust -8 + const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9; + const s32 Y2 = iround(16.0f * v1->screenPosition[1]) - 9; + const s32 Y3 = iround(16.0f * v2->screenPosition[1]) - 9; - const s32 X1 = iround(16.0f * v0->screenPosition[0]); - const s32 X2 = iround(16.0f * v1->screenPosition[0]); - const s32 X3 = iround(16.0f * v2->screenPosition[0]); + const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9; + const s32 X2 = iround(16.0f * v1->screenPosition[0]) - 9; + const s32 X3 = iround(16.0f * v2->screenPosition[0]) - 9; // Deltas const s32 DX12 = X1 - X2; @@ -331,28 +350,30 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer return; // Setup slopes - float fltx1 = v0->screenPosition[0]; - float flty1 = v0->screenPosition[1]; - float fltdx31 = v2->screenPosition[0] - fltx1; - float fltdx12 = fltx1 - v1->screenPosition[0]; - float fltdy12 = flty1 - v1->screenPosition[1]; - float fltdy31 = v2->screenPosition[1] - flty1; + 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); 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, fltx1, flty1); + InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31); - InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31, fltx1, flty1); + InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31, fltdx12, fltdy12, fltdy31); 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, fltx1, flty1); + InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], fltdx31, fltdx12, fltdy12, fltdy31); } 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, fltx1, flty1); + 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); } // Start in corner of 8x8 block -- cgit v1.2.3