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https://github.com/hrydgard/ppsspp.git
synced 2025-02-21 14:41:39 +00:00
SoftGPU: Add a clear mode fast path.
This skips a lot of extra work for clears, which are pretty common.
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@ -218,11 +218,15 @@ void ProcessRect(const VertexData& v0, const VertexData& v1)
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RotateUVThrough(v0, v1, *topright, *bottomleft);
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// Four triangles to do backfaces as well. Two of them will get backface culled.
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Rasterizer::DrawTriangle(*topleft, *topright, *bottomright);
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Rasterizer::DrawTriangle(*bottomright, *topright, *topleft);
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Rasterizer::DrawTriangle(*bottomright, *bottomleft, *topleft);
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Rasterizer::DrawTriangle(*topleft, *bottomleft, *bottomright);
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if (gstate.isModeClear()) {
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Rasterizer::ClearRectangle(v0, v1);
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} else {
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// Four triangles to do backfaces as well. Two of them will get backface culled.
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Rasterizer::DrawTriangle(*topleft, *topright, *bottomright);
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Rasterizer::DrawTriangle(*bottomright, *topright, *topleft);
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Rasterizer::DrawTriangle(*bottomright, *bottomleft, *topleft);
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Rasterizer::DrawTriangle(*topleft, *bottomleft, *bottomright);
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}
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}
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}
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@ -1476,6 +1476,138 @@ void DrawPoint(const VertexData &v0)
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}
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}
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void ClearRectangle(const VertexData &v0, const VertexData &v1)
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{
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int minX = std::min(v0.screenpos.x, v1.screenpos.x) & ~0xF;
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int minY = std::min(v0.screenpos.y, v1.screenpos.y) & ~0xF;
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int maxX = (std::max(v0.screenpos.x, v1.screenpos.x) + 0xF) & ~0xF;
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int maxY = (std::max(v0.screenpos.y, v1.screenpos.y) + 0xF) & ~0xF;
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DrawingCoords scissorTL(gstate.getScissorX1(), gstate.getScissorY1(), 0);
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DrawingCoords scissorBR(gstate.getScissorX2(), gstate.getScissorY2(), 0);
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minX = std::max(minX, (int)TransformUnit::DrawingToScreen(scissorTL).x);
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maxX = std::max(0, std::min(maxX, (int)TransformUnit::DrawingToScreen(scissorBR).x));
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minY = std::max(minY, (int)TransformUnit::DrawingToScreen(scissorTL).y);
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maxY = std::max(0, std::min(maxY, (int)TransformUnit::DrawingToScreen(scissorBR).y));
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const int w = (maxX - minX) / 16;
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if (w <= 0)
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return;
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if (gstate.isClearModeDepthMask()) {
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ScreenCoords pprime(minX, minY, 0);
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const u16 z = v1.screenpos.z;
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const int stride = gstate.DepthBufStride();
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for (pprime.y = minY; pprime.y < maxY; pprime.y += 16) {
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DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
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if ((z & 0xFF) == (z >> 8)) {
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u16 *row = &depthbuf.as16[p.x + p.y * stride];
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memset(row, z, w * 2);
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} else {
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for (int x = 0; x < w; ++x) {
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SetPixelDepth(p.x + x, p.y, z);
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}
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}
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}
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}
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const u32 new_color = v1.color0.ToRGBA();
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u16 new_color16;
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// Note: this stays 0xFFFFFFFF if keeping color and alpha, even for 16-bit.
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u32 keepOldMask = 0xFFFFFFFF;
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switch (gstate.FrameBufFormat()) {
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case GE_FORMAT_565:
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new_color16 = RGBA8888ToRGB565(new_color);
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if (gstate.isClearModeColorMask())
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keepOldMask = 0;
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break;
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case GE_FORMAT_5551:
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new_color16 = RGBA8888ToRGBA5551(new_color);
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if (gstate.isClearModeColorMask())
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keepOldMask &= 0x00008000;
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if (gstate.isClearModeAlphaMask())
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keepOldMask &= 0x00007FFF;
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break;
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case GE_FORMAT_4444:
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new_color16 = RGBA8888ToRGBA4444(new_color);
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if (gstate.isClearModeColorMask())
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keepOldMask &= 0x0000F000;
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if (gstate.isClearModeAlphaMask())
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keepOldMask &= 0x00000FFF;
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break;
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case GE_FORMAT_8888:
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if (gstate.isClearModeColorMask())
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keepOldMask &= 0xFF000000;
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if (gstate.isClearModeAlphaMask())
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keepOldMask &= 0x00FFFFFF;
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break;
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case GE_FORMAT_INVALID:
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_dbg_assert_msg_(G3D, false, "Software: invalid framebuf format.");
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break;
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}
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if (keepOldMask == 0) {
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ScreenCoords pprime(minX, minY, 0);
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const int stride = gstate.FrameBufStride();
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if (gstate.FrameBufFormat() == GE_FORMAT_8888) {
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for (pprime.y = minY; pprime.y < maxY; pprime.y += 16) {
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DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
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if ((new_color & 0xFF) == (new_color >> 8) && (new_color && 0xFFFF) == (new_color >> 16)) {
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u32 *row = &fb.as32[p.x + p.y * stride];
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memset(row, new_color, w * 4);
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} else {
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for (int x = 0; x < w; ++x) {
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fb.Set32(p.x + x, p.y, stride, new_color);
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}
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}
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}
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} else {
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for (pprime.y = minY; pprime.y < maxY; pprime.y += 16) {
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DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
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if ((new_color16 & 0xFF) == (new_color16 >> 8)) {
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u16 *row = &fb.as16[p.x + p.y * stride];
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memset(row, new_color16, w * 2);
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} else {
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for (int x = 0; x < w; ++x) {
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fb.Set16(p.x + x, p.y, stride, new_color16);
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}
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}
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}
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}
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} else if (keepOldMask != 0xFFFFFFFF) {
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ScreenCoords pprime(minX, minY, 0);
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const int stride = gstate.FrameBufStride();
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if (gstate.FrameBufFormat() == GE_FORMAT_8888) {
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for (pprime.y = minY; pprime.y < maxY; pprime.y += 16) {
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DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
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for (int x = 0; x < w; ++x) {
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const u32 old_color = fb.Get32(p.x + x, p.y, stride);
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const u32 c = (old_color & keepOldMask) | (new_color & ~keepOldMask);
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fb.Set32(p.x + x, p.y, stride, c);
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}
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}
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} else {
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for (pprime.y = minY; pprime.y < maxY; pprime.y += 16) {
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DrawingCoords p = TransformUnit::ScreenToDrawing(pprime);
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for (int x = 0; x < w; ++x) {
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const u16 old_color = fb.Get16(p.x + x, p.y, stride);
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const u16 c = (old_color & keepOldMask) | (new_color16 & ~keepOldMask);
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fb.Set16(p.x + x, p.y, stride, c);
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}
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}
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}
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}
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}
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void DrawLine(const VertexData &v0, const VertexData &v1)
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{
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// TODO: Use a proper line drawing algorithm that handles fractional endpoints correctly.
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@ -27,6 +27,7 @@ namespace Rasterizer {
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void DrawTriangle(const VertexData& v0, const VertexData& v1, const VertexData& v2);
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void DrawPoint(const VertexData &v0);
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void DrawLine(const VertexData &v0, const VertexData &v1);
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void ClearRectangle(const VertexData &v0, const VertexData &v1);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentTexture(GPUDebugBuffer &buffer, int level);
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