ppsspp/GPU/Software/RasterizerRectangle.cpp
Unknown W. Brackets 6282f8b05f softgpu: Expand texture coords to include q.
We'll need this to correctly project.
2022-09-26 17:13:14 -07:00

614 lines
23 KiB
C++

// See comment in header for the purpose of the code in this file.
#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/Reporting.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
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));
#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.
inline void DrawSinglePixel5551(u16 *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) {
new_color = color_in & 0xFFFFFF;
} else {
const u32 old_color = RGBA5551ToRGBA8888(*pixel);
new_color = StandardAlphaBlend(color_in, old_color);
}
new_color |= (*pixel & 0x8000) ? 0xff000000 : 0x00000000;
*pixel = RGBA8888ToRGBA5551(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;
}
bool UseDrawSinglePixel5551(const PixelFuncID &pixelID) {
if (pixelID.clearMode || pixelID.colorTest || pixelID.stencilTest)
return false;
if (!AlphaTestIsNeedless(pixelID) || pixelID.DepthTestFunc() != GE_COMP_ALWAYS)
return false;
if (pixelID.FBFormat() != GE_FORMAT_5551 || !pixelID.alphaBlend)
return false;
// We skip blending when alpha = FF, so we can't allow other blend modes.
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());
#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);
}
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];
Sampler::FetchFunc fetchFunc = Sampler::GetFetchFunc(state.samplerID);
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 (UseDrawSinglePixel5551(pixelID) && samplerID.TexFunc() == GE_TEXFUNC_MODULATE && samplerID.useTextureAlpha) {
if (isWhite) {
int t = t_start;
for (int y = pos0.y; y < pos1.y; y++) {
int s = s_start;
u16 *pixel = fb.Get16Ptr(pos0.x, y, pixelID.cached.framebufStride);
for (int x = pos0.x; x < pos1.x; x++) {
u32 tex_color = Vec4<int>(fetchFunc(s, t, texptr, texbufw, 0, state.samplerID)).ToRGBA();
if (tex_color & 0xFF000000) {
DrawSinglePixel5551(pixel, tex_color);
}
s += ds;
pixel++;
}
t += dt;
}
} else {
int t = t_start;
const Vec4<int> c0 = Vec4<int>::FromRGBA(v1.color0);
for (int y = pos0.y; y < pos1.y; y++) {
int s = s_start;
u16 *pixel = fb.Get16Ptr(pos0.x, y, pixelID.cached.framebufStride);
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> prim_color = c0;
Vec4<int> tex_color = fetchFunc(s, t, texptr, texbufw, 0, state.samplerID);
prim_color = Vec4<int>(ModulateRGBA(ToVec4IntArg(prim_color), ToVec4IntArg(tex_color), state.samplerID));
if (prim_color.a() > 0) {
DrawSinglePixel5551(pixel, prim_color.ToRGBA());
}
s += ds;
pixel++;
}
t += dt;
}
}
} else {
int xoff = ((v0.screenpos.x & 15) + 1) / 2;
int yoff = ((v0.screenpos.y & 15) + 1) / 2;
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, xoff, yoff, 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, xoff, yoff, 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 (UseDrawSinglePixel5551(pixelID)) {
if (Vec4<int>::FromRGBA(v1.color0).a() == 0)
return;
for (int y = pos0.y; y < pos1.y; y++) {
u16 *pixel = fb.Get16Ptr(pos0.x, y, pixelID.cached.framebufStride);
for (int x = pos0.x; x < pos1.x; x++) {
DrawSinglePixel5551(pixel, v1.color0);
pixel++;
}
}
} 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;
std::string tag = StringFromFormat("DisplayListR_%08x", state.listPC);
std::string ztag = StringFromFormat("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.c_str(), tag.size());
}
#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;
// 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;
bool coord_check =
(xdiff == udiff || xdiff == -udiff) &&
(ydiff == vdiff || ydiff == -vdiff);
// 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 && NoClampOrWrap(state, v0.texturecoords.uv()) && NoClampOrWrap(state, v1.texturecoords.uv());
// 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 || !state.enableTextures) && orient_check && state_check && subpixel_check) {
binner.AddSprite(v0, v1);
return true;
}
// 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;
}
}
return false;
}
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() || data0.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;
}
// 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) {
// 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[i], data[0]))
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 c, int *tlIndex, int *brIndex) {
// Color and Z must be flat.
for (int i = 1; i < c; ++i) {
if (!AreCoordsRectangleCompatible(state, data[i], data[0]))
return false;
}
// Check for the common case: a single TL-TR-BR-BL.
if (c == 4) {
const auto &pos0 = data[0].v.screenpos, &pos1 = data[1].v.screenpos;
const auto &pos2 = data[2].v.screenpos, &pos3 = data[3].v.screenpos;
if (pos0.x == pos3.x && pos1.x == pos2.x && pos0.y == pos1.y && pos3.y == pos2.y) {
// Looking like yes. Set TL/BR based on y order first...
*tlIndex = pos0.y > pos3.y ? 2 : 0;
*brIndex = pos0.y > pos3.y ? 0 : 2;
// And if it's horizontally flipped, trade to the actual TL/BR.
if (pos0.x > pos1.x) {
*tlIndex ^= 1;
*brIndex ^= 1;
}
// Do we need to think about rotation?
if (!state.enableTextures)
return true;
const auto &textl = data[*tlIndex].v.texturecoords, &textr = data[*tlIndex ^ 1].v.texturecoords;
const auto &texbl = data[*brIndex ^ 1].v.texturecoords, &texbr = data[*brIndex].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.
const auto &postl = data[*tlIndex].v.screenpos;
const auto &posbr = data[*brIndex].v.screenpos;
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) {
// 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[i], data[0]))
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