commit
b7e0b16354
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@ -41,11 +41,11 @@ else()
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message(STATUS "libpng not found. Some debugging features have been disabled.")
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endif()
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find_package(Boost)
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find_package(Boost 1.57.0)
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if (Boost_FOUND)
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include_directories(${Boost_INCLUDE_DIRS})
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else()
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message(STATUS "Boost not found, falling back to externals")
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message(STATUS "Boost 1.57.0 or newer not found, falling back to externals")
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include_directories(externals/boost)
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endif()
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|
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@ -1 +1 @@
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Subproject commit b060148c08ae87a3a5809c4f48cb26ac667487ab
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Subproject commit 97052c28acb141dbf3c5e14114af99045344b695
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@ -2,7 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <vector>
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#include <boost/container/static_vector.hpp>
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#include "clipper.h"
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#include "pica.h"
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@ -91,25 +91,31 @@ static void InitScreenCoordinates(OutputVertex& vtx)
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viewport.zscale = float24::FromRawFloat24(registers.viewport_depth_range);
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viewport.offset_z = float24::FromRawFloat24(registers.viewport_depth_far_plane);
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float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
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vtx.color *= inv_w;
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vtx.tc0 *= inv_w;
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vtx.tc1 *= inv_w;
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vtx.tc2 *= inv_w;
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vtx.pos.w = inv_w;
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// TODO: Not sure why the viewport width needs to be divided by 2 but the viewport height does not
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vtx.screenpos[0] = (vtx.pos.x / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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vtx.screenpos[1] = (vtx.pos.y / vtx.pos.w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[2] = viewport.offset_z - vtx.pos.z / vtx.pos.w * viewport.zscale;
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vtx.screenpos[0] = (vtx.pos.x * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_x + viewport.offset_x;
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vtx.screenpos[1] = (vtx.pos.y * inv_w + float24::FromFloat32(1.0)) * viewport.halfsize_y + viewport.offset_y;
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vtx.screenpos[2] = viewport.offset_z - vtx.pos.z * inv_w * viewport.zscale;
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}
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void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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using boost::container::static_vector;
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// TODO (neobrain):
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// The list of output vertices has some fixed maximum size,
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// however I haven't taken the time to figure out what it is exactly.
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// For now, we hence just assume a maximal size of 1000 vertices.
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const size_t max_vertices = 1000;
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std::vector<OutputVertex> buffer_vertices;
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std::vector<OutputVertex*> output_list{ &v0, &v1, &v2 };
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// Make sure to reserve space for all vertices.
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// Without this, buffer reallocation would invalidate references.
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buffer_vertices.reserve(max_vertices);
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// Clipping a planar n-gon against a plane will remove at least 1 vertex and introduces 2 at
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// the new edge (or less in degenerate cases). As such, we can say that each clipping plane
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// introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
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// fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
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static const size_t MAX_VERTICES = 9;
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static_vector<OutputVertex, MAX_VERTICES> buffer_a = { v0, v1, v2 };
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static_vector<OutputVertex, MAX_VERTICES> buffer_b;
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auto* output_list = &buffer_a;
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auto* input_list = &buffer_b;
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// Simple implementation of the Sutherland-Hodgman clipping algorithm.
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// TODO: Make this less inefficient (currently lots of useless buffering overhead happens here)
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@ -120,48 +126,45 @@ void ProcessTriangle(OutputVertex &v0, OutputVertex &v1, OutputVertex &v2) {
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ClippingEdge(ClippingEdge::POS_Z, float24::FromFloat32(+1.0)),
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ClippingEdge(ClippingEdge::NEG_Z, float24::FromFloat32(-1.0)) }) {
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const std::vector<OutputVertex*> input_list = output_list;
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output_list.clear();
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std::swap(input_list, output_list);
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output_list->clear();
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const OutputVertex* reference_vertex = input_list.back();
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const OutputVertex* reference_vertex = &input_list->back();
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for (const auto& vertex : input_list) {
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for (const auto& vertex : *input_list) {
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// NOTE: This algorithm changes vertex order in some cases!
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if (edge.IsInside(*vertex)) {
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if (edge.IsInside(vertex)) {
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if (edge.IsOutSide(*reference_vertex)) {
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buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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output_list.push_back(&(buffer_vertices.back()));
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output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
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}
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output_list.push_back(vertex);
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output_list->push_back(vertex);
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} else if (edge.IsInside(*reference_vertex)) {
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buffer_vertices.push_back(edge.GetIntersection(*vertex, *reference_vertex));
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output_list.push_back(&(buffer_vertices.back()));
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output_list->push_back(edge.GetIntersection(vertex, *reference_vertex));
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}
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reference_vertex = vertex;
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reference_vertex = &vertex;
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}
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// Need to have at least a full triangle to continue...
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if (output_list.size() < 3)
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if (output_list->size() < 3)
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return;
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}
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InitScreenCoordinates(*(output_list[0]));
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InitScreenCoordinates(*(output_list[1]));
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InitScreenCoordinates((*output_list)[0]);
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InitScreenCoordinates((*output_list)[1]);
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for (size_t i = 0; i < output_list.size() - 2; i ++) {
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OutputVertex& vtx0 = *(output_list[0]);
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OutputVertex& vtx1 = *(output_list[i+1]);
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OutputVertex& vtx2 = *(output_list[i+2]);
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for (size_t i = 0; i < output_list->size() - 2; i ++) {
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OutputVertex& vtx0 = (*output_list)[0];
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OutputVertex& vtx1 = (*output_list)[i+1];
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OutputVertex& vtx2 = (*output_list)[i+2];
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InitScreenCoordinates(vtx2);
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LOG_TRACE(Render_Software,
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"Triangle %lu/%lu (%lu buffer vertices) at position (%.3f, %.3f, %.3f, %.3f), "
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"Triangle %lu/%lu at position (%.3f, %.3f, %.3f, %.3f), "
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"(%.3f, %.3f, %.3f, %.3f), (%.3f, %.3f, %.3f, %.3f) and "
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"screen position (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f), (%.2f, %.2f, %.2f)",
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i,output_list.size(), buffer_vertices.size(),
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i, output_list->size(),
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vtx0.pos.x.ToFloat32(), vtx0.pos.y.ToFloat32(), vtx0.pos.z.ToFloat32(), vtx0.pos.w.ToFloat32(),
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vtx1.pos.x.ToFloat32(), vtx1.pos.y.ToFloat32(), vtx1.pos.z.ToFloat32(), vtx1.pos.w.ToFloat32(),
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vtx2.pos.x.ToFloat32(), vtx2.pos.y.ToFloat32(), vtx2.pos.z.ToFloat32(), vtx2.pos.w.ToFloat32(),
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@ -304,7 +304,6 @@ std::unique_ptr<PicaTrace> FinishPicaTracing()
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}
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const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const TextureInfo& info, bool disable_alpha) {
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// Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
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// of which is composed of four 2x2 subtiles each of which is composed of four texels.
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// Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
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@ -323,41 +322,39 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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// 02 03 06 07 18 19 22 23
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// 00 01 04 05 16 17 20 21
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// TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
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// To be flexible in case different but similar patterns are used, we keep this
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// somewhat inefficient code around for now.
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int texel_index_within_tile = 0;
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for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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int sub_tile_width = 1 << block_size_index;
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int sub_tile_height = 1 << block_size_index;
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const unsigned int block_width = 8;
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const unsigned int block_height = 8;
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int sub_tile_index = (x & sub_tile_width) << block_size_index;
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sub_tile_index += 2 * ((y & sub_tile_height) << block_size_index);
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texel_index_within_tile += sub_tile_index;
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}
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const unsigned int coarse_x = x & ~7;
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const unsigned int coarse_y = y & ~7;
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const int block_width = 8;
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const int block_height = 8;
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// Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
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// arranged in a Z-order curve. More details on the bit manipulation at:
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// https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
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unsigned int i = (x | (y << 8)) & 0x0707; // ---- -210
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i = (i ^ (i << 2)) & 0x1313; // ---2 --10
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i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
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i = (i | (i >> 7)) & 0x3F;
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int coarse_x = (x / block_width) * block_width;
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int coarse_y = (y / block_height) * block_height;
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source += coarse_y * info.stride;
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const unsigned int offset = coarse_x * block_height + i;
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switch (info.format) {
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case Regs::TextureFormat::RGBA8:
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{
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const u8* source_ptr = source + coarse_x * block_height * 4 + coarse_y * info.stride + texel_index_within_tile * 4;
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const u8* source_ptr = source + offset * 4;
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return { source_ptr[3], source_ptr[2], source_ptr[1], disable_alpha ? (u8)255 : source_ptr[0] };
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}
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case Regs::TextureFormat::RGB8:
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{
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const u8* source_ptr = source + coarse_x * block_height * 3 + coarse_y * info.stride + texel_index_within_tile * 3;
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const u8* source_ptr = source + offset * 3;
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return { source_ptr[2], source_ptr[1], source_ptr[0], 255 };
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}
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case Regs::TextureFormat::RGBA5551:
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{
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const u16 source_ptr = *(const u16*)(source + coarse_x * block_height * 2 + coarse_y * info.stride + texel_index_within_tile * 2);
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const u16 source_ptr = *(const u16*)(source + offset * 2);
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u8 r = (source_ptr >> 11) & 0x1F;
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u8 g = ((source_ptr) >> 6) & 0x1F;
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u8 b = (source_ptr >> 1) & 0x1F;
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@ -367,7 +364,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::RGB565:
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{
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const u16 source_ptr = *(const u16*)(source + coarse_x * block_height * 2 + coarse_y * info.stride + texel_index_within_tile * 2);
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const u16 source_ptr = *(const u16*)(source + offset * 2);
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u8 r = (source_ptr >> 11) & 0x1F;
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u8 g = ((source_ptr) >> 5) & 0x3F;
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u8 b = (source_ptr) & 0x1F;
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@ -376,7 +373,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::RGBA4:
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{
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const u8* source_ptr = source + coarse_x * block_height * 2 + coarse_y * info.stride + texel_index_within_tile * 2;
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const u8* source_ptr = source + offset * 2;
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u8 r = source_ptr[1] >> 4;
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u8 g = source_ptr[1] & 0xFF;
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u8 b = source_ptr[0] >> 4;
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@ -390,7 +387,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::IA8:
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{
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const u8* source_ptr = source + coarse_x * block_height * 2 + coarse_y * info.stride + texel_index_within_tile * 2;
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const u8* source_ptr = source + offset * 2;
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// TODO: component order not verified
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@ -404,13 +401,13 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
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case Regs::TextureFormat::I8:
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{
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const u8* source_ptr = source + coarse_x * block_height + coarse_y * info.stride + texel_index_within_tile;
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const u8* source_ptr = source + offset;
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return { *source_ptr, *source_ptr, *source_ptr, 255 };
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}
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case Regs::TextureFormat::A8:
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{
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const u8* source_ptr = source + coarse_x * block_height + coarse_y * info.stride + texel_index_within_tile;
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const u8* source_ptr = source + offset;
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|
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if (disable_alpha) {
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return { *source_ptr, *source_ptr, *source_ptr, 255 };
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|
@ -421,7 +418,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::IA4:
|
||||
{
|
||||
const u8* source_ptr = source + coarse_x * block_height / 2 + coarse_y * info.stride + texel_index_within_tile / 2;
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const u8* source_ptr = source + offset / 2;
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|
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// TODO: component order not verified
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|
||||
|
@ -440,7 +437,7 @@ const Math::Vec4<u8> LookupTexture(const u8* source, int x, int y, const Texture
|
|||
|
||||
case Regs::TextureFormat::A4:
|
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{
|
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const u8* source_ptr = source + coarse_x * block_height / 2 + coarse_y * info.stride + texel_index_within_tile / 2;
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const u8* source_ptr = source + offset / 2;
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|
||||
// TODO: component order not verified
|
||||
|
||||
|
|
|
@ -757,6 +757,26 @@ struct float24 {
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return float24::FromFloat32(ToFloat32() - flt.ToFloat32());
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}
|
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|
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float24& operator *= (const float24& flt) {
|
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value *= flt.ToFloat32();
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return *this;
|
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}
|
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|
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float24& operator /= (const float24& flt) {
|
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value /= flt.ToFloat32();
|
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return *this;
|
||||
}
|
||||
|
||||
float24& operator += (const float24& flt) {
|
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value += flt.ToFloat32();
|
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return *this;
|
||||
}
|
||||
|
||||
float24& operator -= (const float24& flt) {
|
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value -= flt.ToFloat32();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float24 operator - () const {
|
||||
return float24::FromFloat32(-ToFloat32());
|
||||
}
|
||||
|
|
|
@ -106,6 +106,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
|||
int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
|
||||
int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
|
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|
||||
auto w_inverse = Math::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
|
||||
|
||||
auto textures = registers.GetTextures();
|
||||
auto tev_stages = registers.GetTevStages();
|
||||
|
||||
// TODO: Not sure if looping through x first might be faster
|
||||
for (u16 y = min_y; y < max_y; y += 0x10) {
|
||||
for (u16 x = min_x; x < max_x; x += 0x10) {
|
||||
|
@ -129,6 +134,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
|||
if (w0 < 0 || w1 < 0 || w2 < 0)
|
||||
continue;
|
||||
|
||||
auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
|
||||
float24::FromFloat32(static_cast<float>(w1)),
|
||||
float24::FromFloat32(static_cast<float>(w2)));
|
||||
float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
|
||||
|
||||
// Perspective correct attribute interpolation:
|
||||
// Attribute values cannot be calculated by simple linear interpolation since
|
||||
// they are not linear in screen space. For example, when interpolating a
|
||||
|
@ -145,19 +155,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
|||
//
|
||||
// The generalization to three vertices is straightforward in baricentric coordinates.
|
||||
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
|
||||
auto attr_over_w = Math::MakeVec(attr0 / v0.pos.w,
|
||||
attr1 / v1.pos.w,
|
||||
attr2 / v2.pos.w);
|
||||
auto w_inverse = Math::MakeVec(float24::FromFloat32(1.f) / v0.pos.w,
|
||||
float24::FromFloat32(1.f) / v1.pos.w,
|
||||
float24::FromFloat32(1.f) / v2.pos.w);
|
||||
auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
|
||||
float24::FromFloat32(static_cast<float>(w1)),
|
||||
float24::FromFloat32(static_cast<float>(w2)));
|
||||
|
||||
auto attr_over_w = Math::MakeVec(attr0, attr1, attr2);
|
||||
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
|
||||
float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
|
||||
return interpolated_attr_over_w / interpolated_w_inverse;
|
||||
return interpolated_attr_over_w * interpolated_w_inverse;
|
||||
};
|
||||
|
||||
Math::Vec4<u8> primary_color{
|
||||
|
@ -177,7 +177,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
|||
|
||||
Math::Vec4<u8> texture_color[3]{};
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
auto texture = registers.GetTextures()[i];
|
||||
const auto& texture = textures[i];
|
||||
if (!texture.enabled)
|
||||
continue;
|
||||
|
||||
|
@ -219,7 +219,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
|||
// with some basic arithmetic. Alpha combiners can be configured separately but work
|
||||
// analogously.
|
||||
Math::Vec4<u8> combiner_output;
|
||||
for (auto tev_stage : registers.GetTevStages()) {
|
||||
for (const auto& tev_stage : tev_stages) {
|
||||
using Source = Regs::TevStageConfig::Source;
|
||||
using ColorModifier = Regs::TevStageConfig::ColorModifier;
|
||||
using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
|
||||
|
|
|
@ -469,6 +469,10 @@ OutputVertex RunShader(const InputVertex& input, int num_attributes)
|
|||
|
||||
// Setup output register table
|
||||
OutputVertex ret;
|
||||
// Zero output so that attributes which aren't output won't have denormals in them, which will
|
||||
// slow us down later.
|
||||
memset(&ret, 0, sizeof(ret));
|
||||
|
||||
for (int i = 0; i < 7; ++i) {
|
||||
const auto& output_register_map = registers.vs_output_attributes[i];
|
||||
|
||||
|
|
Reference in New Issue