mirror of
https://github.com/hrydgard/ppsspp.git
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472 lines
17 KiB
C++
472 lines
17 KiB
C++
// See comment in header for the purpose of the code in this file.
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#include <algorithm>
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#include <cmath>
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#include "Common/Common.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "Core/Debugger/MemBlockInfo.h"
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#include "Core/MemMap.h"
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#include "Core/Reporting.h"
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#include "Core/System.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Software/BinManager.h"
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#include "GPU/Software/DrawPixel.h"
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#include "GPU/Software/Rasterizer.h"
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#include "GPU/Software/Sampler.h"
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#include "GPU/Software/SoftGpu.h"
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#if defined(_M_SSE)
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#include <emmintrin.h>
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#endif
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extern DSStretch g_DarkStalkerStretch;
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// For Darkstalkers hack. Ugh.
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extern bool currentDialogActive;
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namespace Rasterizer {
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// Through mode, with the specific Darkstalker settings.
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inline void DrawSinglePixel5551(u16 *pixel, const u32 color_in, const PixelFuncID &pixelID) {
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u32 new_color;
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if ((color_in >> 24) == 255) {
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new_color = color_in & 0xFFFFFF;
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} else {
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const u32 old_color = RGBA5551ToRGBA8888(*pixel);
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const Vec4<int> dst = Vec4<int>::FromRGBA(old_color);
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Vec3<int> blended = AlphaBlendingResult(pixelID, Vec4<int>::FromRGBA(color_in), dst);
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// ToRGB() always automatically clamps.
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new_color = blended.ToRGB();
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}
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new_color |= (*pixel & 0x8000) ? 0xff000000 : 0x00000000;
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*pixel = RGBA8888ToRGBA5551(new_color);
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}
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static inline Vec4IntResult SOFTRAST_CALL ModulateRGBA(Vec4IntArg prim_in, Vec4IntArg texcolor_in, const SamplerID &samplerID) {
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Vec4<int> out;
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Vec4<int> prim_color = prim_in;
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Vec4<int> texcolor = texcolor_in;
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#if defined(_M_SSE)
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// Modulate weights slightly on the tex color, by adding one to prim and dividing by 256.
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const __m128i p = _mm_slli_epi16(_mm_packs_epi32(prim_color.ivec, prim_color.ivec), 4);
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const __m128i pboost = _mm_add_epi16(p, _mm_set1_epi16(1 << 4));
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__m128i t = _mm_slli_epi16(_mm_packs_epi32(texcolor.ivec, texcolor.ivec), 4);
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if (samplerID.useColorDoubling) {
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const __m128i amask = _mm_set_epi16(-1, 0, 0, 0, -1, 0, 0, 0);
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const __m128i a = _mm_and_si128(t, amask);
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const __m128i rgb = _mm_andnot_si128(amask, t);
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t = _mm_or_si128(_mm_slli_epi16(rgb, 1), a);
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}
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const __m128i b = _mm_mulhi_epi16(pboost, t);
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out.ivec = _mm_unpacklo_epi16(b, _mm_setzero_si128());
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#else
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if (samplerID.useColorDoubling) {
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Vec4<int> tex = texcolor * Vec4<int>(2, 2, 2, 1);
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out = ((prim_color + Vec4<int>::AssignToAll(1)) * tex) / 256;
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} else {
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out = (prim_color + Vec4<int>::AssignToAll(1)) * texcolor / 256;
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}
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#endif
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return ToVec4IntResult(out);
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}
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void DrawSprite(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) {
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const u8 *texptr = state.texptr[0];
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GETextureFormat texfmt = state.samplerID.TexFmt();
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int texbufw = state.texbufw[0];
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Sampler::FetchFunc fetchFunc = Sampler::GetFetchFunc(state.samplerID);
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auto &pixelID = state.pixelID;
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auto &samplerID = state.samplerID;
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DrawingCoords pos0 = TransformUnit::ScreenToDrawing(v0.screenpos);
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// Include the ending pixel based on its center, not start.
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DrawingCoords pos1 = TransformUnit::ScreenToDrawing(v1.screenpos + ScreenCoords(7, 7, 0));
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DrawingCoords scissorTL = TransformUnit::ScreenToDrawing(range.x1, range.y1);
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DrawingCoords scissorBR = TransformUnit::ScreenToDrawing(range.x2, range.y2);
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int z = v1.screenpos.z;
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int fog = 255;
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bool isWhite = v1.color0 == Vec4<int>(255, 255, 255, 255);
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if (state.enableTextures) {
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// 1:1 (but with mirror support) texture mapping!
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int s_start = v0.texturecoords.x;
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int t_start = v0.texturecoords.y;
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int ds = v1.texturecoords.x > v0.texturecoords.x ? 1 : -1;
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int dt = v1.texturecoords.y > v0.texturecoords.y ? 1 : -1;
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if (ds < 0) {
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s_start += ds;
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}
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if (dt < 0) {
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t_start += dt;
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}
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// First clip the right and bottom sides, since we don't need to adjust the deltas.
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if (pos1.x > scissorBR.x) pos1.x = scissorBR.x + 1;
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if (pos1.y > scissorBR.y) pos1.y = scissorBR.y + 1;
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// Now clip the other sides.
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if (pos0.x < scissorTL.x) {
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s_start += (scissorTL.x - pos0.x) * ds;
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pos0.x = scissorTL.x;
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}
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if (pos0.y < scissorTL.y) {
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t_start += (scissorTL.y - pos0.y) * dt;
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pos0.y = scissorTL.y;
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}
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if (!pixelID.stencilTest &&
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pixelID.DepthTestFunc() == GE_COMP_ALWAYS &&
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!pixelID.applyLogicOp &&
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!pixelID.colorTest &&
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!pixelID.dithering &&
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// TODO: Safe?
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pixelID.AlphaTestFunc() != GE_COMP_ALWAYS &&
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pixelID.alphaTestRef == 0 &&
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!pixelID.hasAlphaTestMask &&
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pixelID.alphaBlend &&
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samplerID.useTextureAlpha &&
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samplerID.TexFunc() == GE_TEXFUNC_MODULATE &&
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!pixelID.applyColorWriteMask &&
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pixelID.FBFormat() == GE_FORMAT_5551) {
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if (isWhite) {
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int t = t_start;
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for (int y = pos0.y; y < pos1.y; y++) {
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int s = s_start;
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u16 *pixel = fb.Get16Ptr(pos0.x, y, pixelID.cached.framebufStride);
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for (int x = pos0.x; x < pos1.x; x++) {
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u32 tex_color = Vec4<int>(fetchFunc(s, t, texptr, texbufw, 0, state.samplerID)).ToRGBA();
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if (tex_color & 0xFF000000) {
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DrawSinglePixel5551(pixel, tex_color, pixelID);
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}
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s += ds;
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pixel++;
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}
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t += dt;
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}
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} else {
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int t = t_start;
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for (int y = pos0.y; y < pos1.y; y++) {
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int s = s_start;
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u16 *pixel = fb.Get16Ptr(pos0.x, y, pixelID.cached.framebufStride);
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for (int x = pos0.x; x < pos1.x; x++) {
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Vec4<int> prim_color = v1.color0;
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Vec4<int> tex_color = fetchFunc(s, t, texptr, texbufw, 0, state.samplerID);
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prim_color = Vec4<int>(ModulateRGBA(ToVec4IntArg(prim_color), ToVec4IntArg(tex_color), state.samplerID));
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if (prim_color.a() > 0) {
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DrawSinglePixel5551(pixel, prim_color.ToRGBA(), pixelID);
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}
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s += ds;
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pixel++;
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}
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t += dt;
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}
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}
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} else {
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int xoff = ((v0.screenpos.x & 15) + 1) / 2;
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int yoff = ((v0.screenpos.y & 15) + 1) / 2;
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float dsf = ds * (1.0f / (float)(1 << state.samplerID.width0Shift));
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float dtf = dt * (1.0f / (float)(1 << state.samplerID.height0Shift));
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float sf_start = s_start * (1.0f / (float)(1 << state.samplerID.width0Shift));
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float tf_start = t_start * (1.0f / (float)(1 << state.samplerID.height0Shift));
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float t = tf_start;
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for (int y = pos0.y; y < pos1.y; y++) {
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float s = sf_start;
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// Not really that fast but faster than triangle.
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for (int x = pos0.x; x < pos1.x; x++) {
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Vec4<int> prim_color = state.nearest(s, t, xoff, yoff, ToVec4IntArg(v1.color0), &texptr, &texbufw, 0, 0, state.samplerID);
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state.drawPixel(x, y, z, 255, ToVec4IntArg(prim_color), pixelID);
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s += dsf;
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}
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t += dtf;
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}
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}
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} else {
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if (pos1.x > scissorBR.x) pos1.x = scissorBR.x + 1;
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if (pos1.y > scissorBR.y) pos1.y = scissorBR.y + 1;
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if (pos0.x < scissorTL.x) pos0.x = scissorTL.x;
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if (pos0.y < scissorTL.y) pos0.y = scissorTL.y;
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if (!pixelID.stencilTest &&
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pixelID.DepthTestFunc() == GE_COMP_ALWAYS &&
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!pixelID.applyLogicOp &&
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!pixelID.colorTest &&
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!pixelID.dithering &&
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// TODO: Safe?
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pixelID.AlphaTestFunc() != GE_COMP_ALWAYS &&
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pixelID.alphaTestRef == 0 &&
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!pixelID.hasAlphaTestMask &&
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pixelID.alphaBlend &&
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samplerID.useTextureAlpha &&
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samplerID.TexFunc() == GE_TEXFUNC_MODULATE &&
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!pixelID.applyColorWriteMask &&
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pixelID.FBFormat() == GE_FORMAT_5551) {
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if (v1.color0.a() == 0)
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return;
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for (int y = pos0.y; y < pos1.y; y++) {
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u16 *pixel = fb.Get16Ptr(pos0.x, y, pixelID.cached.framebufStride);
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for (int x = pos0.x; x < pos1.x; x++) {
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Vec4<int> prim_color = v1.color0;
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DrawSinglePixel5551(pixel, prim_color.ToRGBA(), pixelID);
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pixel++;
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}
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}
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} else {
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for (int y = pos0.y; y < pos1.y; y++) {
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for (int x = pos0.x; x < pos1.x; x++) {
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Vec4<int> prim_color = v1.color0;
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state.drawPixel(x, y, z, fog, ToVec4IntArg(prim_color), pixelID);
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}
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}
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}
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}
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#if defined(SOFTGPU_MEMORY_TAGGING_BASIC) || defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
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uint32_t bpp = pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
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std::string tag = StringFromFormat("DisplayListR_%08x", state.listPC);
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std::string ztag = StringFromFormat("DisplayListRZ_%08x", state.listPC);
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for (int y = pos0.y; y < pos1.y; y++) {
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uint32_t row = gstate.getFrameBufAddress() + y * pixelID.cached.framebufStride * bpp;
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NotifyMemInfo(MemBlockFlags::WRITE, row + pos0.x * bpp, (pos1.x - pos0.x) * bpp, tag.c_str(), tag.size());
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}
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#endif
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}
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bool g_needsClearAfterDialog = false;
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static inline bool NoClampOrWrap(const RasterizerState &state, const Vec2f &tc) {
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if (tc.x < 0 || tc.y < 0)
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return false;
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return tc.x <= state.samplerID.cached.sizes[0].w && tc.y <= state.samplerID.cached.sizes[0].h;
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}
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// Returns true if the normal path should be skipped.
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bool RectangleFastPath(const VertexData &v0, const VertexData &v1, BinManager &binner) {
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const RasterizerState &state = binner.State();
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g_DarkStalkerStretch = DSStretch::Off;
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// Check for 1:1 texture mapping. In that case we can call DrawSprite.
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int xdiff = v1.screenpos.x - v0.screenpos.x;
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int ydiff = v1.screenpos.y - v0.screenpos.y;
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int udiff = (v1.texturecoords.x - v0.texturecoords.x) * (float)SCREEN_SCALE_FACTOR;
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int vdiff = (v1.texturecoords.y - v0.texturecoords.y) * (float)SCREEN_SCALE_FACTOR;
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bool coord_check =
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(xdiff == udiff || xdiff == -udiff) &&
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(ydiff == vdiff || ydiff == -vdiff);
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// Currently only works for TL/BR, which is the most common but not required.
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bool orient_check = xdiff >= 0 && ydiff >= 0;
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// We already have a fast path for clear in ClearRectangle.
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bool state_check = !state.pixelID.clearMode && !state.samplerID.hasAnyMips && NoClampOrWrap(state, v0.texturecoords) && NoClampOrWrap(state, v1.texturecoords);
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if ((coord_check || !state.enableTextures) && orient_check && state_check) {
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binner.AddSprite(v0, v1);
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return true;
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}
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// Eliminate the stretch blit in DarkStalkers.
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// We compensate for that when blitting the framebuffer in SoftGpu.cpp.
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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) {
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// check for save/load dialog.
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if (!currentDialogActive) {
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if (v0.screenpos.x + state.screenOffsetX == 0x7100 && v0.screenpos.y + state.screenOffsetY == 0x7780 && v1.screenpos.x + state.screenOffsetX == 0x8f00 && v1.screenpos.y + state.screenOffsetY == 0x8880) {
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g_DarkStalkerStretch = DSStretch::Wide;
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} else if (v0.screenpos.x + state.screenOffsetX == 0x7400 && v0.screenpos.y + state.screenOffsetY == 0x7780 && v1.screenpos.x + state.screenOffsetX == 0x8C00 && v1.screenpos.y + state.screenOffsetY == 0x8880) {
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g_DarkStalkerStretch = DSStretch::Normal;
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} else {
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return false;
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}
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if (g_needsClearAfterDialog) {
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g_needsClearAfterDialog = false;
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// Afterwards, we also need to clear the actual destination. Can do a fast rectfill.
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gstate.textureMapEnable &= ~1;
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VertexData newV1 = v1;
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newV1.color0 = Vec4<int>(0, 0, 0, 255);
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binner.AddSprite(v0, newV1);
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gstate.textureMapEnable |= 1;
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}
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return true;
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} else {
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g_needsClearAfterDialog = true;
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}
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}
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return false;
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}
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bool DetectRectangleFromStrip(const RasterizerState &state, const VertexData data[4], int *tlIndex, int *brIndex) {
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// Color and Z must be flat. Also find the TL and BR meanwhile.
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int tl = 0, br = 0;
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for (int i = 1; i < 4; ++i) {
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if (!(data[i].color0 == data[0].color0))
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return false;
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if (!(data[i].screenpos.z == data[0].screenpos.z)) {
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// Sometimes, we don't actually care about z.
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if (state.pixelID.depthWrite || state.pixelID.DepthTestFunc() != GE_COMP_ALWAYS)
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return false;
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}
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if (!state.throughMode) {
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if (!state.throughMode && !(data[i].color1 == data[0].color1))
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return false;
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// Do we have to think about perspective correction or slope mip level?
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if (state.enableTextures && data[i].clippos.w != data[0].clippos.w)
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return false;
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if (state.pixelID.applyFog && data[i].fogdepth != data[0].fogdepth)
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return false;
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}
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if (data[i].screenpos.x <= data[tl].screenpos.x && data[i].screenpos.y <= data[tl].screenpos.y)
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tl = i;
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if (data[i].screenpos.x >= data[br].screenpos.x && data[i].screenpos.y >= data[br].screenpos.y)
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br = i;
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}
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*tlIndex = tl;
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*brIndex = br;
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// OK, now let's look at data to detect rectangles. There are a few possibilities
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// but we focus on Darkstalkers for now.
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if (data[0].screenpos.x == data[1].screenpos.x &&
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data[0].screenpos.y == data[2].screenpos.y &&
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data[2].screenpos.x == data[3].screenpos.x &&
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data[1].screenpos.y == data[3].screenpos.y) {
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// Okay, this is in the shape of a rectangle, but what about texture?
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if (!state.enableTextures)
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return true;
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if (data[0].texturecoords.x == data[1].texturecoords.x &&
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data[0].texturecoords.y == data[2].texturecoords.y &&
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data[2].texturecoords.x == data[3].texturecoords.x &&
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data[1].texturecoords.y == data[3].texturecoords.y) {
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// It's a rectangle!
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return true;
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}
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return false;
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}
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// There's the other vertex order too...
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if (data[0].screenpos.x == data[2].screenpos.x &&
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data[0].screenpos.y == data[1].screenpos.y &&
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data[1].screenpos.x == data[3].screenpos.x &&
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data[2].screenpos.y == data[3].screenpos.y) {
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// Okay, this is in the shape of a rectangle, but what about texture?
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if (!state.enableTextures)
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return true;
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if (data[0].texturecoords.x == data[2].texturecoords.x &&
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data[0].texturecoords.y == data[1].texturecoords.y &&
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data[1].texturecoords.x == data[3].texturecoords.x &&
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data[2].texturecoords.y == data[3].texturecoords.y) {
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// It's a rectangle!
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return true;
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}
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return false;
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}
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return false;
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}
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bool DetectRectangleFromFan(const RasterizerState &state, const VertexData *data, int c, int *tlIndex, int *brIndex) {
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// Color and Z must be flat.
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for (int i = 1; i < c; ++i) {
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if (!(data[i].color0 == data[0].color0))
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return false;
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if (!(data[i].screenpos.z == data[0].screenpos.z)) {
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// Sometimes, we don't actually care about z.
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if (state.pixelID.depthWrite || state.pixelID.DepthTestFunc() != GE_COMP_ALWAYS)
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return false;
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}
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if (!state.throughMode) {
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if (!state.throughMode && !(data[i].color1 == data[0].color1))
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return false;
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// Do we have to think about perspective correction or slope mip level?
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if (state.enableTextures && data[i].clippos.w != data[0].clippos.w)
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return false;
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if (state.pixelID.applyFog && data[i].fogdepth != data[0].fogdepth)
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return false;
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}
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}
|
|
|
|
// Check for the common case: a single TL-TR-BR-BL.
|
|
if (c == 4) {
|
|
const auto &tl = data[0].screenpos, &tr = data[1].screenpos;
|
|
const auto &bl = data[3].screenpos, &br = data[2].screenpos;
|
|
if (tl.x == bl.x && tr.x == br.x && tl.y == tr.y && bl.y == br.y) {
|
|
// Looking like yes. Set TL/BR based on y order first...
|
|
*tlIndex = tl.y > bl.y ? 2 : 0;
|
|
*brIndex = tl.y > bl.y ? 0 : 2;
|
|
// And if it's horizontally flipped, trade to the actual TL/BR.
|
|
if (tl.x > tr.x) {
|
|
*tlIndex ^= 1;
|
|
*brIndex ^= 1;
|
|
}
|
|
|
|
// Do we need to think about rotation?
|
|
if (!state.enableTextures)
|
|
return true;
|
|
|
|
const auto &textl = data[*tlIndex].texturecoords, &textr = data[*tlIndex ^ 1].texturecoords;
|
|
const auto &texbl = data[*brIndex ^ 1].texturecoords, &texbr = data[*brIndex].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 && textl.x < texbr.x;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool DetectRectangleThroughModeSlices(const RasterizerState &state, const VertexData data[4]) {
|
|
// Color and Z must be flat.
|
|
for (int i = 1; i < 4; ++i) {
|
|
if (!(data[i].color0 == data[0].color0))
|
|
return false;
|
|
if (!(data[i].screenpos.z == data[0].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].screenpos, &br1 = data[1].screenpos;
|
|
const auto &tl2 = data[2].screenpos, &br2 = data[3].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].texturecoords, &texbr1 = data[1].texturecoords;
|
|
const auto &textl2 = data[2].texturecoords, &texbr2 = data[3].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
|
|
|