mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
eba93f2ee0
Correct UV rotation and through mipmaps, optimize texenv blend a bit
417 lines
14 KiB
C++
417 lines
14 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "GPU/GPUState.h"
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#include "GPU/Software/BinManager.h"
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#include "GPU/Software/Clipper.h"
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#include "GPU/Software/Rasterizer.h"
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#include "GPU/Software/RasterizerRectangle.h"
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#include "GPU/Software/TransformUnit.h"
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#include "Common/Profiler/Profiler.h"
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namespace Clipper {
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enum {
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SKIP_FLAG = -1,
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CLIP_NEG_Z_BIT = 0x20,
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};
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static inline int CalcClipMask(const ClipCoords &v) {
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// This checks `x / w` compared to 1 or -1, skipping the division.
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if (v.z < -v.w)
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return -1;
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return 0;
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}
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inline bool different_signs(float x, float y) {
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return ((x <= 0 && y > 0) || (x > 0 && y <= 0));
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}
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inline float clip_dotprod(const VertexData &vert, float A, float B, float C, float D) {
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return (vert.clippos.x * A + vert.clippos.y * B + vert.clippos.z * C + vert.clippos.w * D);
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}
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#define POLY_CLIP( PLANE_BIT, A, B, C, D ) \
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{ \
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if (mask & PLANE_BIT) { \
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int idxPrev = inlist[0]; \
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float dpPrev = clip_dotprod(*Vertices[idxPrev], A, B, C, D );\
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int outcount = 0; \
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\
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inlist[n] = inlist[0]; \
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for (int j = 1; j <= n; j++) { \
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int idx = inlist[j]; \
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float dp = clip_dotprod(*Vertices[idx], A, B, C, D ); \
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if (dpPrev >= 0) { \
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outlist[outcount++] = idxPrev; \
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} \
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\
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if (different_signs(dp, dpPrev)) { \
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if (dp < 0) { \
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float t = dp / (dp - dpPrev); \
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Vertices[numVertices++]->Lerp(t, *Vertices[idx], *Vertices[idxPrev]); \
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} else { \
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float t = dpPrev / (dpPrev - dp); \
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Vertices[numVertices++]->Lerp(t, *Vertices[idxPrev], *Vertices[idx]); \
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} \
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clipped = true; \
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outlist[outcount++] = numVertices - 1; \
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} \
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\
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idxPrev = idx; \
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dpPrev = dp; \
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} \
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\
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if (outcount < 3) \
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continue; \
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\
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{ \
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int *tmp = inlist; \
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inlist = outlist; \
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outlist = tmp; \
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n = outcount; \
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} \
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} \
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}
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#define CLIP_LINE(PLANE_BIT, A, B, C, D) \
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{ \
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if (mask & PLANE_BIT) { \
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float dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \
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float dp1 = clip_dotprod(*Vertices[1], A, B, C, D ); \
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\
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if (mask0 & PLANE_BIT) { \
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if (dp0 < 0) { \
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float t = dp1 / (dp1 - dp0); \
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Vertices[0]->Lerp(t, *Vertices[1], *Vertices[0]); \
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clipped = true; \
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} \
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} \
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dp0 = clip_dotprod(*Vertices[0], A, B, C, D ); \
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\
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if (mask1 & PLANE_BIT) { \
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if (dp1 < 0) { \
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float t = dp1 / (dp1- dp0); \
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Vertices[1]->Lerp(t, *Vertices[1], *Vertices[0]); \
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clipped = true; \
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} \
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} \
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} \
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}
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static void RotateUV(const VertexData &tl, const VertexData &br, VertexData &tr, VertexData &bl) {
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const int x1 = tl.screenpos.x;
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const int x2 = br.screenpos.x;
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const int y1 = tl.screenpos.y;
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const int y2 = br.screenpos.y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) {
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std::swap(bl.texturecoords, tr.texturecoords);
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}
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}
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void ProcessTriangleInternal(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, BinManager &binner, bool fromRectangle);
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static inline bool CheckOutsideZ(ClipCoords p, int &pos, int &neg) {
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constexpr float outsideValue = 1.000030517578125f;
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float z = p.z / p.w;
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if (z >= outsideValue) {
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pos++;
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return true;
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}
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if (-z >= outsideValue) {
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neg++;
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return true;
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}
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return false;
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}
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void ProcessRect(const VertexData &v0, const VertexData &v1, BinManager &binner) {
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if (!gstate.isModeThrough()) {
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// We may discard the entire rect based on depth values.
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int outsidePos = 0, outsideNeg = 0;
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CheckOutsideZ(v0.clippos, outsidePos, outsideNeg);
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CheckOutsideZ(v1.clippos, outsidePos, outsideNeg);
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// With depth clamp off, we discard the rectangle if even one vert is outside.
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if (outsidePos + outsideNeg > 0 && !gstate.isDepthClampEnabled())
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return;
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// With it on, both must be outside in the same direction.
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else if (outsidePos >= 2 || outsideNeg >= 2)
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return;
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VertexData buf[4];
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buf[0].clippos = ClipCoords(v0.clippos.x, v0.clippos.y, v1.clippos.z, v1.clippos.w);
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buf[0].screenpos = TransformUnit::ClipToScreen(buf[0].clippos);
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buf[0].texturecoords = v0.texturecoords;
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buf[1].clippos = ClipCoords(v0.clippos.x, v1.clippos.y, v1.clippos.z, v1.clippos.w);
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buf[1].screenpos = TransformUnit::ClipToScreen(buf[1].clippos);
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buf[1].texturecoords = Vec2<float>(v0.texturecoords.x, v1.texturecoords.y);
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buf[2].clippos = ClipCoords(v1.clippos.x, v0.clippos.y, v1.clippos.z, v1.clippos.w);
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buf[2].screenpos = TransformUnit::ClipToScreen(buf[2].clippos);
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buf[2].texturecoords = Vec2<float>(v1.texturecoords.x, v0.texturecoords.y);
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buf[3] = v1;
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// Color and depth values of second vertex are used for the whole rectangle
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buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
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buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1;
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buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth;
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VertexData* topleft = &buf[0];
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VertexData* topright = &buf[1];
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VertexData* bottomleft = &buf[2];
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VertexData* bottomright = &buf[3];
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for (int i = 0; i < 4; ++i) {
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if (buf[i].clippos.x < topleft->clippos.x && buf[i].clippos.y < topleft->clippos.y)
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topleft = &buf[i];
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if (buf[i].clippos.x > topright->clippos.x && buf[i].clippos.y < topright->clippos.y)
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topright = &buf[i];
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if (buf[i].clippos.x < bottomleft->clippos.x && buf[i].clippos.y > bottomleft->clippos.y)
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bottomleft = &buf[i];
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if (buf[i].clippos.x > bottomright->clippos.x && buf[i].clippos.y > bottomright->clippos.y)
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bottomright = &buf[i];
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}
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RotateUV(*topleft, *bottomright, *topright, *bottomleft);
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// Four triangles to do backfaces as well. Two of them will get backface culled.
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ProcessTriangleInternal(*topleft, *topright, *bottomright, buf[3], binner, true);
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ProcessTriangleInternal(*bottomright, *topright, *topleft, buf[3], binner, true);
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ProcessTriangleInternal(*bottomright, *bottomleft, *topleft, buf[3], binner, true);
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ProcessTriangleInternal(*topleft, *bottomleft, *bottomright, buf[3], binner, true);
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} else {
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// through mode handling
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if (Rasterizer::RectangleFastPath(v0, v1, binner)) {
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return;
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}
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VertexData buf[4];
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buf[0].screenpos = ScreenCoords(v0.screenpos.x, v0.screenpos.y, v1.screenpos.z);
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buf[0].texturecoords = v0.texturecoords;
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buf[1].screenpos = ScreenCoords(v0.screenpos.x, v1.screenpos.y, v1.screenpos.z);
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buf[1].texturecoords = Vec2<float>(v0.texturecoords.x, v1.texturecoords.y);
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buf[2].screenpos = ScreenCoords(v1.screenpos.x, v0.screenpos.y, v1.screenpos.z);
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buf[2].texturecoords = Vec2<float>(v1.texturecoords.x, v0.texturecoords.y);
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buf[3] = v1;
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// Color and depth values of second vertex are used for the whole rectangle
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buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
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buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1; // is color1 ever used in through mode?
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buf[0].clippos.w = buf[1].clippos.w = buf[2].clippos.w = buf[3].clippos.w = 1.0f;
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buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth = 1.0f;
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VertexData* topleft = &buf[0];
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VertexData* topright = &buf[1];
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VertexData* bottomleft = &buf[2];
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VertexData* bottomright = &buf[3];
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// DrawTriangle always culls, so sort out the drawing order.
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for (int i = 0; i < 4; ++i) {
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if (buf[i].screenpos.x < topleft->screenpos.x && buf[i].screenpos.y < topleft->screenpos.y)
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topleft = &buf[i];
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if (buf[i].screenpos.x > topright->screenpos.x && buf[i].screenpos.y < topright->screenpos.y)
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topright = &buf[i];
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if (buf[i].screenpos.x < bottomleft->screenpos.x && buf[i].screenpos.y > bottomleft->screenpos.y)
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bottomleft = &buf[i];
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if (buf[i].screenpos.x > bottomright->screenpos.x && buf[i].screenpos.y > bottomright->screenpos.y)
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bottomright = &buf[i];
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}
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RotateUV(v0, v1, *topright, *bottomleft);
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if (gstate.isModeClear() && !gstate.isDitherEnabled()) {
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binner.AddClearRect(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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binner.AddTriangle(*topleft, *topright, *bottomleft);
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binner.AddTriangle(*bottomleft, *topright, *topleft);
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binner.AddTriangle(*topright, *bottomright, *bottomleft);
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binner.AddTriangle(*bottomleft, *bottomright, *topright);
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}
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}
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}
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void ProcessPoint(VertexData &v0, BinManager &binner) {
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// Points need no clipping. Will be bounds checked in the rasterizer (which seems backwards?)
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binner.AddPoint(v0);
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}
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void ProcessLine(VertexData &v0, VertexData &v1, BinManager &binner) {
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if (gstate.isModeThrough()) {
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// Actually, should clip this one too so we don't need to do bounds checks in the rasterizer.
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binner.AddLine(v0, v1);
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return;
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}
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int outsidePos = 0, outsideNeg = 0;
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CheckOutsideZ(v0.clippos, outsidePos, outsideNeg);
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CheckOutsideZ(v1.clippos, outsidePos, outsideNeg);
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// With depth clamp off, we discard the line if even one vert is outside.
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if (outsidePos + outsideNeg > 0 && !gstate.isDepthClampEnabled())
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return;
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// With it on, both must be outside in the same direction.
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else if (outsidePos >= 2 || outsideNeg >= 2)
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return;
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VertexData *Vertices[2] = {&v0, &v1};
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int mask0 = CalcClipMask(v0.clippos);
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int mask1 = CalcClipMask(v1.clippos);
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int mask = mask0 | mask1;
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bool clipped = false;
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if (mask) {
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CLIP_LINE(CLIP_NEG_Z_BIT, 0, 0, 1, 1);
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}
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VertexData data[2] = { *Vertices[0], *Vertices[1] };
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if (clipped) {
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data[0].screenpos = TransformUnit::ClipToScreen(data[0].clippos);
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data[1].screenpos = TransformUnit::ClipToScreen(data[1].clippos);
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}
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binner.AddLine(data[0], data[1]);
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}
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void ProcessTriangleInternal(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, BinManager &binner, bool fromRectangle) {
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if (gstate.isModeThrough()) {
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// In case of cull reordering, make sure the right color is on the final vertex.
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if (gstate.getShadeMode() == GE_SHADE_FLAT) {
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VertexData corrected2 = v2;
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corrected2.color0 = provoking.color0;
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corrected2.color1 = provoking.color1;
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binner.AddTriangle(v0, v1, corrected2);
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} else {
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binner.AddTriangle(v0, v1, v2);
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}
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return;
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}
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int mask = 0;
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mask |= CalcClipMask(v0.clippos);
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mask |= CalcClipMask(v1.clippos);
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mask |= CalcClipMask(v2.clippos);
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// No clipping is common, let's skip processing if we can.
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if ((mask & CLIP_NEG_Z_BIT) == 0 || fromRectangle) {
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if (gstate.getShadeMode() == GE_SHADE_FLAT) {
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// So that the order of clipping doesn't matter...
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v2.color0 = provoking.color0;
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v2.color1 = provoking.color1;
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}
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binner.AddTriangle(v0, v1, v2);
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return;
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}
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enum { NUM_CLIPPED_VERTICES = 3, NUM_INDICES = NUM_CLIPPED_VERTICES + 3 };
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VertexData* Vertices[NUM_INDICES];
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VertexData ClippedVertices[NUM_CLIPPED_VERTICES];
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for (int i = 0; i < NUM_CLIPPED_VERTICES; ++i)
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Vertices[i+3] = &ClippedVertices[i];
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// TODO: Change logic when it's a backface (why? In what way?)
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Vertices[0] = &v0;
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Vertices[1] = &v1;
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Vertices[2] = &v2;
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int indices[NUM_INDICES] = { 0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG };
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int numIndices = 3;
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bool clipped = false;
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// We may discard the entire triangle based on depth values. First check what's outside.
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int outsidePos = 0, outsideNeg = 0;
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for (int i = 0; i < 3; ++i) {
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CheckOutsideZ(Vertices[i]->clippos, outsidePos, outsideNeg);
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}
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// With depth clamp off, we discard the triangle if even one vert is outside.
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if (outsidePos + outsideNeg > 0 && !gstate.isDepthClampEnabled())
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return;
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// With it on, all three must be outside in the same direction.
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else if (outsidePos >= 3 || outsideNeg >= 3)
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return;
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for (int i = 0; i < 3; i += 3) {
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int vlist[2][2*6+1];
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int *inlist = vlist[0], *outlist = vlist[1];
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int n = 3;
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int numVertices = 3;
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inlist[0] = 0;
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inlist[1] = 1;
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inlist[2] = 2;
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// mark this triangle as unused in case it should be completely clipped
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indices[0] = SKIP_FLAG;
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indices[1] = SKIP_FLAG;
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indices[2] = SKIP_FLAG;
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// The PSP only clips on negative Z (importantly, regardless of viewport.)
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POLY_CLIP(CLIP_NEG_Z_BIT, 0, 0, 1, 1);
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// transform the poly in inlist into triangles
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indices[0] = inlist[0];
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indices[1] = inlist[1];
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indices[2] = inlist[2];
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for (int j = 3; j < n; ++j) {
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indices[numIndices++] = inlist[0];
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indices[numIndices++] = inlist[j - 1];
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indices[numIndices++] = inlist[j];
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}
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}
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for (int i = 0; i + 3 <= numIndices; i += 3) {
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if (indices[i] != SKIP_FLAG) {
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VertexData &subv0 = *Vertices[indices[i + 0]];
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VertexData &subv1 = *Vertices[indices[i + 1]];
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VertexData &subv2 = *Vertices[indices[i + 2]];
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if (clipped) {
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subv0.screenpos = TransformUnit::ClipToScreen(subv0.clippos);
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subv1.screenpos = TransformUnit::ClipToScreen(subv1.clippos);
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subv2.screenpos = TransformUnit::ClipToScreen(subv2.clippos);
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}
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if (gstate.getShadeMode() == GE_SHADE_FLAT) {
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// So that the order of clipping doesn't matter...
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subv2.color0 = provoking.color0;
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subv2.color1 = provoking.color1;
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}
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binner.AddTriangle(subv0, subv1, subv2);
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}
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}
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}
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void ProcessTriangle(VertexData &v0, VertexData &v1, VertexData &v2, const VertexData &provoking, BinManager &binner) {
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ProcessTriangleInternal(v0, v1, v2, provoking, binner, false);
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}
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} // namespace
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