ppsspp/GPU/Software/RasterizerRectangle.cpp
Henrik Rydgård ee3618290b Typo fix in NEON code.
Fixes #16772
2023-01-10 12:32:33 +01:00

809 lines
29 KiB
C++

// See comment in header for the purpose of the code in this file.
#include "ppsspp_config.h"
#include <algorithm>
#include <cmath>
#include "Common/Common.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Profiler/Profiler.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/Debugger/MemBlockInfo.h"
#include "Core/MemMap.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/DrawPixel.h"
#include "GPU/Software/Rasterizer.h"
#include "GPU/Software/Sampler.h"
#include "GPU/Software/SoftGpu.h"
#if defined(_M_SSE)
#include <emmintrin.h>
#endif
#if PPSSPP_ARCH(ARM_NEON)
#if defined(_MSC_VER) && PPSSPP_ARCH(ARM64)
#include <arm64_neon.h>
#else
#include <arm_neon.h>
#endif
#endif
extern DSStretch g_DarkStalkerStretch;
// For Darkstalkers hack. Ugh.
extern bool currentDialogActive;
namespace Rasterizer {
// This essentially AlphaBlendingResult() with fixed src.a / 1 - src.a factors and ADD equation.
// It allows us to skip round trips between 32-bit and 16-bit color values.
static uint32_t StandardAlphaBlend(uint32_t source, uint32_t dst) {
#if defined(_M_SSE)
const __m128i alpha = _mm_cvtsi32_si128(source >> 24);
// Keep the alpha lane of the srcfactor zero, so we keep dest alpha.
const __m128i srcfactor = _mm_shufflelo_epi16(alpha, _MM_SHUFFLE(1, 0, 0, 0));
const __m128i dstfactor = _mm_sub_epi16(_mm_set1_epi16(255), srcfactor);
const __m128i z = _mm_setzero_si128();
const __m128i sourcevec = _mm_unpacklo_epi8(_mm_cvtsi32_si128(source), z);
const __m128i dstvec = _mm_unpacklo_epi8(_mm_cvtsi32_si128(dst), z);
// We switch to 16 bit to use mulhi, and we use 4 bits of decimal to make the 16 bit shift free.
const __m128i half = _mm_set1_epi16(1 << 3);
const __m128i srgb = _mm_add_epi16(_mm_slli_epi16(sourcevec, 4), half);
const __m128i sf = _mm_add_epi16(_mm_slli_epi16(srcfactor, 4), half);
const __m128i s = _mm_mulhi_epi16(srgb, sf);
const __m128i drgb = _mm_add_epi16(_mm_slli_epi16(dstvec, 4), half);
const __m128i df = _mm_add_epi16(_mm_slli_epi16(dstfactor, 4), half);
const __m128i d = _mm_mulhi_epi16(drgb, df);
const __m128i blended16 = _mm_adds_epi16(s, d);
return _mm_cvtsi128_si32(_mm_packus_epi16(blended16, blended16));
#elif PPSSPP_ARCH(ARM64_NEON)
uint16x4_t sf = vdup_n_u16((source >> 24) * 2 + 1);
uint16x4_t df = vdup_n_u16((255 - (source >> 24)) * 2 + 1);
// Convert both to 16-bit, double, and add the half before even going to 32 bit.
uint16x8_t sd_c16 = vmovl_u8(vcreate_u8((uint64_t)source | ((uint64_t)dst << 32)));
sd_c16 = vaddq_u16(vshlq_n_u16(sd_c16, 1), vdupq_n_u16(1));
uint16x4_t srgb = vget_low_u16(sd_c16);
uint16x4_t drgb = vget_high_u16(sd_c16);
uint16x4_t s = vshrn_n_u32(vmull_u16(srgb, sf), 10);
uint16x4_t d = vshrn_n_u32(vmull_u16(drgb, df), 10);
uint16x4_t blended = vset_lane_u16(0, vadd_u16(s, d), 3);
uint8x8_t blended8 = vqmovn_u16(vcombine_u16(blended, blended));
return vget_lane_u32(vreinterpret_u32_u8(blended8), 0);
#else
Vec3<int> srcfactor = Vec3<int>::AssignToAll(source >> 24);
Vec3<int> dstfactor = Vec3<int>::AssignToAll(255 - (source >> 24));
static constexpr Vec3<int> half = Vec3<int>::AssignToAll(1);
Vec3<int> lhs = ((Vec3<int>::FromRGB(source) * 2 + half) * (srcfactor * 2 + half)) / 1024;
Vec3<int> rhs = ((Vec3<int>::FromRGB(dst) * 2 + half) * (dstfactor * 2 + half)) / 1024;
Vec3<int> blended = lhs + rhs;
return clamp_u8(blended.r()) | (clamp_u8(blended.g()) << 8) | (clamp_u8(blended.b()) << 16);
#endif
}
// Through mode, with the specific Darkstalker settings.
template <GEBufferFormat fmt, bool alphaBlend>
static inline void DrawSinglePixel(u16 *pixel, const u32 color_in) {
u32 new_color;
// Because of this check, we only support src.a / 1-src.a blending.
// We take advantage of short circuiting by checking the constant (template) value first.
if (!alphaBlend || (color_in >> 24) == 255) {
new_color = color_in & 0xFFFFFF;
} else {
u32 old_color;
switch (fmt) {
case GE_FORMAT_565:
old_color = RGB565ToRGBA8888(*pixel);
break;
case GE_FORMAT_5551:
old_color = RGBA5551ToRGBA8888(*pixel);
break;
case GE_FORMAT_4444:
old_color = RGBA4444ToRGBA8888(*pixel);
break;
default:
break;
}
new_color = StandardAlphaBlend(color_in, old_color);
}
switch (fmt) {
case GE_FORMAT_565:
*pixel = RGBA8888ToRGB565(new_color);
break;
case GE_FORMAT_5551:
*pixel = RGBA8888ToRGBA555X(new_color) | (*pixel & 0x8000);
break;
case GE_FORMAT_4444:
*pixel = RGBA8888ToRGBA444X(new_color) | (*pixel & 0xF000);
break;
default:
break;
}
}
template <bool alphaBlend>
static inline void DrawSinglePixel32(u32 *pixel, const u32 color_in) {
u32 new_color;
// Because of this check, we only support src.a / 1-src.a blending.
if ((color_in >> 24) == 255 || !alphaBlend) {
new_color = color_in & 0xFFFFFF;
} else {
const u32 old_color = *pixel;
new_color = StandardAlphaBlend(color_in, old_color);
}
new_color |= *pixel & 0xFF000000;
*pixel = new_color;
}
// Check if we can safely ignore the alpha test, assuming standard alpha blending.
static inline bool AlphaTestIsNeedless(const PixelFuncID &pixelID) {
switch (pixelID.AlphaTestFunc()) {
case GE_COMP_NEVER:
case GE_COMP_EQUAL:
case GE_COMP_LESS:
case GE_COMP_LEQUAL:
return false;
case GE_COMP_ALWAYS:
return true;
case GE_COMP_NOTEQUAL:
case GE_COMP_GREATER:
case GE_COMP_GEQUAL:
if (pixelID.alphaTestRef != 0 || pixelID.hasAlphaTestMask)
return false;
return true;
}
return false;
}
static bool UseDrawSinglePixel(const PixelFuncID &pixelID) {
if (pixelID.clearMode || pixelID.colorTest || pixelID.stencilTest)
return false;
if (!AlphaTestIsNeedless(pixelID) || pixelID.DepthTestFunc() != GE_COMP_ALWAYS)
return false;
// We skip blending when alpha = FF, so we can't allow other blend modes.
if (pixelID.alphaBlend) {
if (pixelID.AlphaBlendEq() != GE_BLENDMODE_MUL_AND_ADD || pixelID.AlphaBlendSrc() != PixelBlendFactor::SRCALPHA)
return false;
if (pixelID.AlphaBlendDst() != PixelBlendFactor::INVSRCALPHA)
return false;
}
if (pixelID.dithering || pixelID.applyLogicOp || pixelID.applyColorWriteMask)
return false;
return true;
}
static inline Vec4IntResult SOFTRAST_CALL ModulateRGBA(Vec4IntArg prim_in, Vec4IntArg texcolor_in, const SamplerID &samplerID) {
Vec4<int> out;
Vec4<int> prim_color = prim_in;
Vec4<int> texcolor = texcolor_in;
#if defined(_M_SSE)
// Modulate weights slightly on the tex color, by adding one to prim and dividing by 256.
const __m128i p = _mm_slli_epi16(_mm_packs_epi32(prim_color.ivec, prim_color.ivec), 4);
const __m128i pboost = _mm_add_epi16(p, _mm_set1_epi16(1 << 4));
__m128i t = _mm_slli_epi16(_mm_packs_epi32(texcolor.ivec, texcolor.ivec), 4);
if (samplerID.useColorDoubling) {
const __m128i amask = _mm_set_epi16(-1, 0, 0, 0, -1, 0, 0, 0);
const __m128i a = _mm_and_si128(t, amask);
const __m128i rgb = _mm_andnot_si128(amask, t);
t = _mm_or_si128(_mm_slli_epi16(rgb, 1), a);
}
const __m128i b = _mm_mulhi_epi16(pboost, t);
out.ivec = _mm_unpacklo_epi16(b, _mm_setzero_si128());
#elif PPSSPP_ARCH(ARM64_NEON)
int32x4_t pboost = vaddq_s32(prim_color.ivec, vdupq_n_s32(1));
int32x4_t t = texcolor.ivec;
if (samplerID.useColorDoubling) {
static const int32_t rgbDouble[4] = {1, 1, 1, 0};
t = vshlq_s32(t, vld1q_s32(rgbDouble));
}
out.ivec = vshrq_n_s32(vmulq_s32(pboost, t), 8);
#else
if (samplerID.useColorDoubling) {
Vec4<int> tex = texcolor * Vec4<int>(2, 2, 2, 1);
out = ((prim_color + Vec4<int>::AssignToAll(1)) * tex) / 256;
} else {
out = (prim_color + Vec4<int>::AssignToAll(1)) * texcolor / 256;
}
#endif
return ToVec4IntResult(out);
}
template <GEBufferFormat fmt, bool isWhite, bool alphaBlend>
static void DrawSpriteTex(const DrawingCoords &pos0, const DrawingCoords &pos1, int s_start, int t_start, int ds, int dt, u32 color0, const RasterizerState &state, Sampler::FetchFunc fetchFunc) {
const u8 *texptr = state.texptr[0];
uint16_t texbufw = state.texbufw[0];
int t = t_start;
const Vec4<int> c0 = Vec4<int>::FromRGBA(color0);
for (int y = pos0.y; y < pos1.y; y++) {
int s = s_start;
u16 *pixel16 = fb.Get16Ptr(pos0.x, y, state.pixelID.cached.framebufStride);
u32 *pixel32 = fb.Get32Ptr(pos0.x, y, state.pixelID.cached.framebufStride);
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> tex_color = fetchFunc(s, t, texptr, texbufw, 0, state.samplerID);
if (isWhite) {
if (!alphaBlend || tex_color.a() != 0) {
u32 tex_color32 = tex_color.ToRGBA();
if (fmt == GE_FORMAT_8888)
DrawSinglePixel32<alphaBlend>(pixel32, tex_color32);
else
DrawSinglePixel<fmt, alphaBlend>(pixel16, tex_color32);
}
} else {
Vec4<int> prim_color = c0;
prim_color = Vec4<int>(ModulateRGBA(ToVec4IntArg(prim_color), ToVec4IntArg(tex_color), state.samplerID));
if (!alphaBlend || prim_color.a() > 0) {
if (fmt == GE_FORMAT_8888)
DrawSinglePixel32<alphaBlend>(pixel32, prim_color.ToRGBA());
else
DrawSinglePixel<fmt, alphaBlend>(pixel16, prim_color.ToRGBA());
}
}
s += ds;
if (fmt == GE_FORMAT_8888)
pixel32++;
else
pixel16++;
}
t += dt;
}
}
template <bool isWhite, bool alphaBlend>
static void DrawSpriteTex(const DrawingCoords &pos0, const DrawingCoords &pos1, int s_start, int t_start, int ds, int dt, u32 color0, const RasterizerState &state, Sampler::FetchFunc fetchFunc) {
switch (state.pixelID.FBFormat()) {
case GE_FORMAT_565:
DrawSpriteTex<GE_FORMAT_565, isWhite, alphaBlend>(pos0, pos1, s_start, t_start, ds, dt, color0, state, fetchFunc);
break;
case GE_FORMAT_5551:
DrawSpriteTex<GE_FORMAT_5551, isWhite, alphaBlend>(pos0, pos1, s_start, t_start, ds, dt, color0, state, fetchFunc);
break;
case GE_FORMAT_4444:
DrawSpriteTex<GE_FORMAT_4444, isWhite, alphaBlend>(pos0, pos1, s_start, t_start, ds, dt, color0, state, fetchFunc);
break;
case GE_FORMAT_8888:
DrawSpriteTex<GE_FORMAT_8888, isWhite, alphaBlend>(pos0, pos1, s_start, t_start, ds, dt, color0, state, fetchFunc);
break;
default:
// Invalid, don't draw anything...
break;
}
}
template <GEBufferFormat fmt, bool alphaBlend>
static void DrawSpriteNoTex(const DrawingCoords &pos0, const DrawingCoords &pos1, u32 color0, const RasterizerState &state) {
if (alphaBlend && Vec4<int>::FromRGBA(color0).a() == 0)
return;
for (int y = pos0.y; y < pos1.y; y++) {
if (fmt == GE_FORMAT_8888) {
u32 *pixel = fb.Get32Ptr(pos0.x, y, state.pixelID.cached.framebufStride);
for (int x = pos0.x; x < pos1.x; x++) {
DrawSinglePixel32<alphaBlend>(pixel, color0);
pixel++;
}
} else {
u16 *pixel = fb.Get16Ptr(pos0.x, y, state.pixelID.cached.framebufStride);
for (int x = pos0.x; x < pos1.x; x++) {
DrawSinglePixel<fmt, alphaBlend>(pixel, color0);
pixel++;
}
}
}
}
template <bool alphaBlend>
static void DrawSpriteNoTex(const DrawingCoords &pos0, const DrawingCoords &pos1, u32 color0, const RasterizerState &state) {
switch (state.pixelID.FBFormat()) {
case GE_FORMAT_565:
DrawSpriteNoTex<GE_FORMAT_565, alphaBlend>(pos0, pos1, color0, state);
break;
case GE_FORMAT_5551:
DrawSpriteNoTex<GE_FORMAT_5551, alphaBlend>(pos0, pos1, color0, state);
break;
case GE_FORMAT_4444:
DrawSpriteNoTex<GE_FORMAT_4444, alphaBlend>(pos0, pos1, color0, state);
break;
case GE_FORMAT_8888:
DrawSpriteNoTex<GE_FORMAT_8888, alphaBlend>(pos0, pos1, color0, state);
break;
default:
// Invalid, don't draw anything...
break;
}
}
void DrawSprite(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) {
const u8 *texptr = state.texptr[0];
GETextureFormat texfmt = state.samplerID.TexFmt();
uint16_t texbufw = state.texbufw[0];
// We won't flush, since we compile all samplers together.
Sampler::FetchFunc fetchFunc = Sampler::GetFetchFunc(state.samplerID, nullptr);
_dbg_assert_msg_(fetchFunc != nullptr, "Failed to get precompiled fetch func");
auto &pixelID = state.pixelID;
auto &samplerID = state.samplerID;
DrawingCoords pos0 = TransformUnit::ScreenToDrawing(v0.screenpos);
// Include the ending pixel based on its center, not start.
DrawingCoords pos1 = TransformUnit::ScreenToDrawing(v1.screenpos + ScreenCoords(7, 7, 0));
DrawingCoords scissorTL = TransformUnit::ScreenToDrawing(range.x1, range.y1);
DrawingCoords scissorBR = TransformUnit::ScreenToDrawing(range.x2, range.y2);
const int z = v1.screenpos.z;
constexpr int fog = 255;
// Since it's flat, we can check depth range early. Matters for earlyZChecks.
if (pixelID.applyDepthRange && (z < pixelID.cached.minz || z > pixelID.cached.maxz))
return;
bool isWhite = v1.color0 == 0xFFFFFFFF;
if (state.enableTextures) {
// 1:1 (but with mirror support) texture mapping!
int s_start = v0.texturecoords.x;
int t_start = v0.texturecoords.y;
int ds = v1.texturecoords.x > v0.texturecoords.x ? 1 : -1;
int dt = v1.texturecoords.y > v0.texturecoords.y ? 1 : -1;
if (ds < 0) {
s_start += ds;
}
if (dt < 0) {
t_start += dt;
}
// First clip the right and bottom sides, since we don't need to adjust the deltas.
if (pos1.x > scissorBR.x) pos1.x = scissorBR.x + 1;
if (pos1.y > scissorBR.y) pos1.y = scissorBR.y + 1;
// Now clip the other sides.
if (pos0.x < scissorTL.x) {
s_start += (scissorTL.x - pos0.x) * ds;
pos0.x = scissorTL.x;
}
if (pos0.y < scissorTL.y) {
t_start += (scissorTL.y - pos0.y) * dt;
pos0.y = scissorTL.y;
}
if (UseDrawSinglePixel(pixelID) && (samplerID.TexFunc() == GE_TEXFUNC_MODULATE || samplerID.TexFunc() == GE_TEXFUNC_REPLACE) && samplerID.useTextureAlpha) {
if (isWhite || samplerID.TexFunc() == GE_TEXFUNC_REPLACE) {
if (pixelID.alphaBlend)
DrawSpriteTex<true, true>(pos0, pos1, s_start, t_start, ds, dt, v1.color0, state, fetchFunc);
else
DrawSpriteTex<true, false>(pos0, pos1, s_start, t_start, ds, dt, v1.color0, state, fetchFunc);
} else {
if (pixelID.alphaBlend)
DrawSpriteTex<false, true>(pos0, pos1, s_start, t_start, ds, dt, v1.color0, state, fetchFunc);
else
DrawSpriteTex<false, false>(pos0, pos1, s_start, t_start, ds, dt, v1.color0, state, fetchFunc);
}
} else {
float dsf = ds * (1.0f / (float)(1 << state.samplerID.width0Shift));
float dtf = dt * (1.0f / (float)(1 << state.samplerID.height0Shift));
float sf_start = s_start * (1.0f / (float)(1 << state.samplerID.width0Shift));
float tf_start = t_start * (1.0f / (float)(1 << state.samplerID.height0Shift));
float t = tf_start;
const Vec4<int> c0 = Vec4<int>::FromRGBA(v1.color0);
if (pixelID.earlyZChecks) {
for (int y = pos0.y; y < pos1.y; y++) {
float s = sf_start;
// Not really that fast but faster than triangle.
for (int x = pos0.x; x < pos1.x; x++) {
if (CheckDepthTestPassed(pixelID.DepthTestFunc(), x, y, pixelID.cached.depthbufStride, z)) {
Vec4<int> prim_color = state.nearest(s, t, ToVec4IntArg(c0), &texptr, &texbufw, 0, 0, state.samplerID);
state.drawPixel(x, y, z, fog, ToVec4IntArg(prim_color), pixelID);
}
s += dsf;
}
t += dtf;
}
} else {
for (int y = pos0.y; y < pos1.y; y++) {
float s = sf_start;
// Not really that fast but faster than triangle.
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> prim_color = state.nearest(s, t, ToVec4IntArg(c0), &texptr, &texbufw, 0, 0, state.samplerID);
state.drawPixel(x, y, z, fog, ToVec4IntArg(prim_color), pixelID);
s += dsf;
}
t += dtf;
}
}
}
} else {
if (pos1.x > scissorBR.x) pos1.x = scissorBR.x + 1;
if (pos1.y > scissorBR.y) pos1.y = scissorBR.y + 1;
if (pos0.x < scissorTL.x) pos0.x = scissorTL.x;
if (pos0.y < scissorTL.y) pos0.y = scissorTL.y;
if (UseDrawSinglePixel(pixelID)) {
if (pixelID.alphaBlend)
DrawSpriteNoTex<true>(pos0, pos1, v1.color0, state);
else
DrawSpriteNoTex<false>(pos0, pos1, v1.color0, state);
} else if (pixelID.earlyZChecks) {
const Vec4<int> prim_color = Vec4<int>::FromRGBA(v1.color0);
for (int y = pos0.y; y < pos1.y; y++) {
for (int x = pos0.x; x < pos1.x; x++) {
if (!CheckDepthTestPassed(pixelID.DepthTestFunc(), x, y, pixelID.cached.depthbufStride, z))
continue;
state.drawPixel(x, y, z, fog, ToVec4IntArg(prim_color), pixelID);
}
}
} else {
const Vec4<int> prim_color = Vec4<int>::FromRGBA(v1.color0);
for (int y = pos0.y; y < pos1.y; y++) {
for (int x = pos0.x; x < pos1.x; x++) {
state.drawPixel(x, y, z, fog, ToVec4IntArg(prim_color), pixelID);
}
}
}
}
#if defined(SOFTGPU_MEMORY_TAGGING_BASIC) || defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
char tag[64]{};
// char ztag[64]{};
int tagLen = snprintf(tag, sizeof(tag), "DisplayListR_%08x", state.listPC);
// int ztagLen = snprintf(ztag, sizeof(ztag), "DisplayListRZ_%08x", state.listPC);
for (int y = pos0.y; y < pos1.y; y++) {
uint32_t row = gstate.getFrameBufAddress() + y * pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + pos0.x * bpp, (pos1.x - pos0.x) * bpp, tag, tagLen);
}
#endif
}
bool g_needsClearAfterDialog = false;
static inline bool NoClampOrWrap(const RasterizerState &state, const Vec2f &tc) {
if (tc.x < 0 || tc.y < 0)
return false;
if (state.samplerID.cached.sizes[0].w > 512 || state.samplerID.cached.sizes[0].h > 512)
return false;
return tc.x <= state.samplerID.cached.sizes[0].w && tc.y <= state.samplerID.cached.sizes[0].h;
}
// Returns true if the normal path should be skipped.
bool RectangleFastPath(const VertexData &v0, const VertexData &v1, BinManager &binner) {
const RasterizerState &state = binner.State();
g_DarkStalkerStretch = DSStretch::Off;
// Eliminate the stretch blit in DarkStalkers.
// We compensate for that when blitting the framebuffer in SoftGpu.cpp.
if (PSP_CoreParameter().compat.flags().DarkStalkersPresentHack && v0.texturecoords.x == 64.0f && v0.texturecoords.y == 16.0f && v1.texturecoords.x == 448.0f && v1.texturecoords.y == 240.0f) {
// check for save/load dialog.
if (!currentDialogActive) {
if (v0.screenpos.x + gstate.getOffsetX16() == 0x7100 && v0.screenpos.y + gstate.getOffsetY16() == 0x7780 && v1.screenpos.x + gstate.getOffsetX16() == 0x8f00 && v1.screenpos.y + gstate.getOffsetY16() == 0x8880) {
g_DarkStalkerStretch = DSStretch::Wide;
} else if (v0.screenpos.x + gstate.getOffsetX16() == 0x7400 && v0.screenpos.y + gstate.getOffsetY16() == 0x7780 && v1.screenpos.x + gstate.getOffsetX16() == 0x8C00 && v1.screenpos.y + gstate.getOffsetY16() == 0x8880) {
g_DarkStalkerStretch = DSStretch::Normal;
} else {
return false;
}
if (g_needsClearAfterDialog) {
g_needsClearAfterDialog = false;
// Afterwards, we also need to clear the actual destination. Can do a fast rectfill.
gstate.textureMapEnable &= ~1;
VertexData newV1 = v1;
newV1.color0 = 0xFF000000;
binner.AddSprite(v0, newV1);
gstate.textureMapEnable |= 1;
}
return true;
} else {
g_needsClearAfterDialog = true;
}
}
// Check for 1:1 texture mapping. In that case we can call DrawSprite.
int xdiff = v1.screenpos.x - v0.screenpos.x;
int ydiff = v1.screenpos.y - v0.screenpos.y;
int udiff = (v1.texturecoords.x - v0.texturecoords.x) * (float)SCREEN_SCALE_FACTOR;
int vdiff = (v1.texturecoords.y - v0.texturecoords.y) * (float)SCREEN_SCALE_FACTOR;
// Currently only works for TL/BR, which is the most common but not required.
bool orient_check = xdiff >= 0 && ydiff >= 0;
// We already have a fast path for clear in ClearRectangle.
bool state_check = state.throughMode && !state.pixelID.clearMode && !state.samplerID.hasAnyMips && !state.textureProj;
bool coord_check = true;
if (state.enableTextures) {
state_check = state_check && NoClampOrWrap(state, v0.texturecoords.uv()) && NoClampOrWrap(state, v1.texturecoords.uv());
coord_check = (xdiff == udiff || xdiff == -udiff) && (ydiff == vdiff || ydiff == -vdiff);
}
// This doesn't work well with offset drawing, see #15876. Through never has a subpixel offset.
bool subpixel_check = ((v0.screenpos.x | v0.screenpos.y | v1.screenpos.x | v1.screenpos.y) & 0xF) == 0;
if (coord_check && orient_check && state_check && subpixel_check) {
binner.AddSprite(v0, v1);
return true;
}
return false;
}
static bool IsCoordRectangleCompatible(const RasterizerState &state, const ClipVertexData &data) {
if (!state.throughMode) {
// See AreCoordsRectangleCompatible() for most of these, this just checks the main vert.
if (data.OutsideRange())
return false;
if (data.clippos.w < 0.0f)
return false;
if (data.clippos.z < -data.clippos.w)
return false;
}
return true;
}
static bool AreCoordsRectangleCompatible(const RasterizerState &state, const ClipVertexData &data0, const ClipVertexData &data1) {
if (data1.v.color0 != data0.v.color0)
return false;
if (data1.v.screenpos.z != data0.v.screenpos.z) {
// Sometimes, we don't actually care about z.
if (state.pixelID.depthWrite || state.pixelID.DepthTestFunc() != GE_COMP_ALWAYS)
return false;
}
if (!state.throughMode) {
if (data1.v.color1 != data0.v.color1)
return false;
// This means it should be culled, outside range.
if (data1.OutsideRange())
return false;
// Do we have to think about perspective correction or slope mip level?
if (state.enableTextures && data1.clippos.w != data0.clippos.w) {
// If the w is off by less than a factor of 1/512, it should be safe to treat as a rectangle.
static constexpr float halftexel = 0.5f / 512.0f;
if (data1.clippos.w - halftexel > data0.clippos.w || data1.clippos.w + halftexel < data0.clippos.w)
return false;
}
// We might need to cull this if all verts have negative w, which doesn't seem to happen for rectangles.
if (data1.clippos.w < 0.0f)
return false;
// And we also may need to clip, even if flat.
if (data1.clippos.z < -data1.clippos.w)
return false;
// If we're projecting textures, only allow an exact match for simplicity.
if (state.enableTextures && data1.v.texturecoords.q() != data0.v.texturecoords.q())
return false;
if (state.pixelID.applyFog && data1.v.fogdepth != data0.v.fogdepth) {
// Similar to w, this only matters if they're farther apart than 1/255.
static constexpr float foghalfstep = 0.5f / 255.0f;
if (data1.v.fogdepth - foghalfstep > data0.v.fogdepth || data1.v.fogdepth + foghalfstep < data0.v.fogdepth)
return false;
}
}
return true;
}
bool DetectRectangleFromStrip(const RasterizerState &state, const ClipVertexData data[4], int *tlIndex, int *brIndex) {
if (!IsCoordRectangleCompatible(state, data[0]))
return false;
// Color and Z must be flat. Also find the TL and BR meanwhile.
int tl = 0, br = 0;
for (int i = 1; i < 4; ++i) {
if (!AreCoordsRectangleCompatible(state, data[0], data[i]))
return false;
if (data[i].v.screenpos.x <= data[tl].v.screenpos.x && data[i].v.screenpos.y <= data[tl].v.screenpos.y)
tl = i;
if (data[i].v.screenpos.x >= data[br].v.screenpos.x && data[i].v.screenpos.y >= data[br].v.screenpos.y)
br = i;
}
*tlIndex = tl;
*brIndex = br;
// OK, now let's look at data to detect rectangles. There are a few possibilities
// but we focus on Darkstalkers for now.
if (data[0].v.screenpos.x == data[1].v.screenpos.x &&
data[0].v.screenpos.y == data[2].v.screenpos.y &&
data[2].v.screenpos.x == data[3].v.screenpos.x &&
data[1].v.screenpos.y == data[3].v.screenpos.y) {
// Okay, this is in the shape of a rectangle, but what about texture?
if (!state.enableTextures)
return true;
if (data[0].v.texturecoords.x == data[1].v.texturecoords.x &&
data[0].v.texturecoords.y == data[2].v.texturecoords.y &&
data[2].v.texturecoords.x == data[3].v.texturecoords.x &&
data[1].v.texturecoords.y == data[3].v.texturecoords.y) {
// It's a rectangle!
return true;
}
return false;
}
// There's the other vertex order too...
if (data[0].v.screenpos.x == data[2].v.screenpos.x &&
data[0].v.screenpos.y == data[1].v.screenpos.y &&
data[1].v.screenpos.x == data[3].v.screenpos.x &&
data[2].v.screenpos.y == data[3].v.screenpos.y) {
// Okay, this is in the shape of a rectangle, but what about texture?
if (!state.enableTextures)
return true;
if (data[0].v.texturecoords.x == data[2].v.texturecoords.x &&
data[0].v.texturecoords.y == data[1].v.texturecoords.y &&
data[1].v.texturecoords.x == data[3].v.texturecoords.x &&
data[2].v.texturecoords.y == data[3].v.texturecoords.y) {
// It's a rectangle!
return true;
}
return false;
}
return false;
}
bool DetectRectangleFromFan(const RasterizerState &state, const ClipVertexData *data, int *tlIndex, int *brIndex) {
if (!IsCoordRectangleCompatible(state, data[0]))
return false;
// Color and Z must be flat.
int tl = 0, br = 0;
for (int i = 1; i < 4; ++i) {
if (!AreCoordsRectangleCompatible(state, data[0], data[i]))
return false;
if (data[i].v.screenpos.x <= data[tl].v.screenpos.x && data[i].v.screenpos.y <= data[tl].v.screenpos.y)
tl = i;
if (data[i].v.screenpos.x >= data[br].v.screenpos.x && data[i].v.screenpos.y >= data[br].v.screenpos.y)
br = i;
}
*tlIndex = tl;
*brIndex = br;
int tr = 1, bl = 1;
for (int i = 0; i < 4; ++i) {
if (i == tl || i == br)
continue;
if (data[i].v.screenpos.x <= data[tl].v.screenpos.x && data[i].v.screenpos.y >= data[tl].v.screenpos.y)
bl = i;
if (data[i].v.screenpos.x >= data[br].v.screenpos.x && data[i].v.screenpos.y <= data[br].v.screenpos.y)
tr = i;
}
// Must have found each of the coordinates.
if (tl + tr + bl + br != 6)
return false;
// Note the common case is a single TL-TR-BR-BL.
const auto &postl = data[tl].v.screenpos, &postr = data[tr].v.screenpos;
const auto &posbr = data[br].v.screenpos, &posbl = data[bl].v.screenpos;
if (postl.x == posbl.x && postr.x == posbr.x && postl.y == postr.y && posbl.y == posbr.y) {
// Do we need to think about rotation?
if (!state.enableTextures)
return true;
const auto &textl = data[tl].v.texturecoords, &textr = data[tr].v.texturecoords;
const auto &texbl = data[bl].v.texturecoords, &texbr = data[br].v.texturecoords;
if (textl.x == texbl.x && textr.x == texbr.x && textl.y == textr.y && texbl.y == texbr.y) {
// Okay, the texture is also good, but let's avoid rotation issues.
return textl.y < texbr.y && postl.y < posbr.y && textl.x < texbr.x && postl.x < posbr.x;
}
}
return false;
}
bool DetectRectangleFromPair(const RasterizerState &state, const ClipVertexData data[6], int *tlIndex, int *brIndex) {
if (!IsCoordRectangleCompatible(state, data[0]))
return false;
// Color and Z must be flat. Also find the TL and BR meanwhile.
int tl = 0, br = 0;
for (int i = 1; i < 6; ++i) {
if (!AreCoordsRectangleCompatible(state, data[0], data[i]))
return false;
if (data[i].v.screenpos.x <= data[tl].v.screenpos.x && data[i].v.screenpos.y <= data[tl].v.screenpos.y)
tl = i;
if (data[i].v.screenpos.x >= data[br].v.screenpos.x && data[i].v.screenpos.y >= data[br].v.screenpos.y)
br = i;
}
*tlIndex = tl;
*brIndex = br;
auto xat = [&](int i) { return data[i].v.screenpos.x; };
auto yat = [&](int i) { return data[i].v.screenpos.y; };
auto uat = [&](int i) { return data[i].v.texturecoords.x; };
auto vat = [&](int i) { return data[i].v.texturecoords.y; };
// A likely order would be: TL, TR, BR, TL, BR, BL. We'd have the last index of each.
// TODO: Make more generic.
if (tl == 3 && br == 4) {
bool x1_match = xat(0) == xat(3) && xat(0) == xat(5);
bool x2_match = xat(1) == xat(2) && xat(1) == xat(4);
bool y1_match = yat(0) == yat(1) && yat(0) == yat(3);
bool y2_match = yat(2) == yat(4) && yat(2) == yat(5);
if (x1_match && y1_match && x2_match && y2_match) {
// Do we need to think about rotation or UVs?
if (!state.enableTextures)
return true;
x1_match = uat(0) == uat(3) && uat(0) == uat(5);
x2_match = uat(1) == uat(2) && uat(1) == uat(4);
y1_match = vat(0) == vat(1) && vat(0) == vat(3);
y2_match = vat(2) == vat(4) && vat(2) == vat(5);
if (x1_match && y1_match && x2_match && y2_match) {
// Double check rotation direction.
return vat(tl) < vat(br) && yat(tl) < yat(br) && uat(tl) < uat(br) && xat(tl) < xat(br);
}
}
}
return false;
}
bool DetectRectangleThroughModeSlices(const RasterizerState &state, const ClipVertexData data[4]) {
// Color and Z must be flat.
for (int i = 1; i < 4; ++i) {
if (!(data[i].v.color0 == data[0].v.color0))
return false;
if (!(data[i].v.screenpos.z == data[0].v.screenpos.z)) {
// Sometimes, we don't actually care about z.
if (state.pixelID.depthWrite || state.pixelID.DepthTestFunc() != GE_COMP_ALWAYS)
return false;
}
}
// Games very commonly use vertical strips of rectangles. Detect and combine.
const auto &tl1 = data[0].v.screenpos, &br1 = data[1].v.screenpos;
const auto &tl2 = data[2].v.screenpos, &br2 = data[3].v.screenpos;
if (tl1.y == tl2.y && br1.y == br2.y && br1.y > tl1.y) {
if (br1.x == tl2.x && tl1.x < br1.x && tl2.x < br2.x) {
if (!state.enableTextures)
return true;
const auto &textl1 = data[0].v.texturecoords, &texbr1 = data[1].v.texturecoords;
const auto &textl2 = data[2].v.texturecoords, &texbr2 = data[3].v.texturecoords;
if (textl1.y != textl2.y || texbr1.y != texbr2.y || textl1.y > texbr1.y)
return false;
if (texbr1.x != textl2.x || textl1.x > texbr1.x || textl2.x > texbr2.x)
return false;
// We might be able to compare ratios, but let's expect 1:1.
int texdiff1 = (texbr1.x - textl1.x) * (float)SCREEN_SCALE_FACTOR;
int texdiff2 = (texbr2.x - textl2.x) * (float)SCREEN_SCALE_FACTOR;
int posdiff1 = br1.x - tl1.x;
int posdiff2 = br2.x - tl2.x;
return texdiff1 == posdiff1 && texdiff2 == posdiff2;
}
}
return false;
}
} // namespace Rasterizer