diff --git a/GPU/Software/Rasterizer.cpp b/GPU/Software/Rasterizer.cpp index 5f4881fe5c..81254977d5 100644 --- a/GPU/Software/Rasterizer.cpp +++ b/GPU/Software/Rasterizer.cpp @@ -687,6 +687,105 @@ static inline void ApplyTexturing(const RasterizerState &state, Vec4 *prim_ } } +static inline Vec4 SOFTRAST_CALL CheckDepthTestPassed4(const Vec4 &mask, GEComparison func, int x, int y, int stride, Vec4 z) { + // Skip the depth buffer read if we're masked already. +#if defined(_M_SSE) +#if PPSSPP_ARCH(64BIT) + __m128i result = mask.ivec; +#else + __m128i result = _mm_loadu_si128(&mask.ivec); +#endif + int maskbits = _mm_movemask_epi8(result); + if (maskbits >= 0xFFFF) + return mask; +#else + Vec4 result = mask; + if (mask.x < 0 && mask.y < 0 && mask.z < 0 && mask.w < 0) + return result; +#endif + + // Read in the existing depth values. +#if defined(_M_SSE) + // Tried using flags from maskbits to skip dwords... seemed neutral. + __m128i refz = _mm_cvtsi32_si128(*(u32 *)depthbuf.Get16Ptr(x, y, stride)); + refz = _mm_unpacklo_epi32(refz, _mm_cvtsi32_si128(*(u32 *)depthbuf.Get16Ptr(x, y + 1, stride))); + refz = _mm_unpacklo_epi16(refz, _mm_setzero_si128()); +#else + Vec4 refz(depthbuf.Get16(x, y, stride), depthbuf.Get16(x + 1, y, stride), depthbuf.Get16(x, y + 1, stride), depthbuf.Get16(x + 1, y + 1, stride)); +#endif + + switch (func) { + case GE_COMP_NEVER: +#if defined(_M_SSE) + result = _mm_set1_epi32(-1); +#else + result = Vec4::AssignToAll(-1); +#endif + break; + + case GE_COMP_ALWAYS: + break; + + case GE_COMP_EQUAL: +#if defined(_M_SSE) + result = _mm_or_si128(result, _mm_xor_si128(_mm_cmpeq_epi32(z.ivec, refz), _mm_set1_epi32(-1))); +#else + for (int i = 0; i < 4; ++i) + result[i] |= z[i] != refz[i] ? -1 : 0; +#endif + break; + + case GE_COMP_NOTEQUAL: +#if defined(_M_SSE) + result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz)); +#else + for (int i = 0; i < 4; ++i) + result[i] |= z[i] == refz[i] ? -1 : 0; +#endif + break; + + case GE_COMP_LESS: +#if defined(_M_SSE) + result = _mm_or_si128(result, _mm_cmpgt_epi32(z.ivec, refz)); + result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz)); +#else + for (int i = 0; i < 4; ++i) + result[i] |= z[i] >= refz[i] ? -1 : 0; +#endif + break; + + case GE_COMP_LEQUAL: +#if defined(_M_SSE) + result = _mm_or_si128(result, _mm_cmpgt_epi32(z.ivec, refz)); +#else + for (int i = 0; i < 4; ++i) + result[i] |= z[i] > refz[i] ? -1 : 0; +#endif + break; + + case GE_COMP_GREATER: +#if defined(_M_SSE) + result = _mm_or_si128(result, _mm_cmplt_epi32(z.ivec, refz)); + result = _mm_or_si128(result, _mm_cmpeq_epi32(z.ivec, refz)); +#else + for (int i = 0; i < 4; ++i) + result[i] |= z[i] <= refz[i] ? -1 : 0; +#endif + break; + + case GE_COMP_GEQUAL: +#if defined(_M_SSE) + result = _mm_or_si128(result, _mm_cmplt_epi32(z.ivec, refz)); +#else + for (int i = 0; i < 4; ++i) + result[i] |= z[i] < refz[i] ? -1 : 0; +#endif + break; + } + + return result; +} + template struct TriangleEdge { Vec4 Start(const ScreenCoords &v0, const ScreenCoords &v1, const ScreenCoords &origin); @@ -930,6 +1029,8 @@ void DrawTriangleSlice( const Vec4 v0_z4 = Vec4::AssignToAll(v0.screenpos.z).Cast(); const Vec4 v1_z4 = Vec4::AssignToAll(v1.screenpos.z).Cast(); const Vec4 v2_z4 = Vec4::AssignToAll(v2.screenpos.z).Cast(); + const Vec4 minz = Vec4::AssignToAll(pixelID.cached.minz); + const Vec4 maxz = Vec4::AssignToAll(pixelID.cached.maxz); for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR * 2, w0_base = e0.StepY(w0_base), @@ -977,20 +1078,19 @@ void DrawTriangleSlice( } if (pixelID.earlyZChecks) { - for (int i = 0; i < 4; ++i) { - if (pixelID.applyDepthRange) { - if (z[i] < pixelID.cached.minz || z[i] > pixelID.cached.maxz) + if (pixelID.applyDepthRange) { +#if defined(_M_SSE) + mask.ivec = _mm_or_si128(mask.ivec, _mm_or_si128(_mm_cmplt_epi32(z.ivec, minz.ivec), _mm_cmpgt_epi32(z.ivec, maxz.ivec))); +#else + for (int i = 0; i < 4; ++i) { + if (z[i] < minz[i] || z[i] > maxz[i]) mask[i] = -1; } - if (mask[i] < 0) - continue; - - int x = p.x + (i & 1); - int y = p.y + (i / 2); - if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), x, y, pixelID.cached.depthbufStride, z[i])) { - mask[i] = -1; - } +#endif } + mask = CheckDepthTestPassed4(mask, pixelID.DepthTestFunc(), p.x, p.y, pixelID.cached.depthbufStride, z); + if (!AnyMask(mask)) + continue; } // Color interpolation is not perspective corrected on the PSP.