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	renderer_software: Multi-thread processing (#6698)
* renderer_software: Multi-thread processing * Doubles the performance in most cases * renderer_software: Move memory access out of the raster loop * Profiling shows this has a significant impact
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					 4 changed files with 201 additions and 181 deletions
				
			
		|  | @ -41,10 +41,22 @@ Framebuffer::Framebuffer(Memory::MemorySystem& memory_, const Pica::FramebufferR | ||||||
| 
 | 
 | ||||||
| Framebuffer::~Framebuffer() = default; | Framebuffer::~Framebuffer() = default; | ||||||
| 
 | 
 | ||||||
| void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const { | void Framebuffer::Bind() { | ||||||
|     const auto& framebuffer = regs.framebuffer; |     PAddr addr = regs.framebuffer.GetColorBufferPhysicalAddress(); | ||||||
|     const PAddr addr = framebuffer.GetColorBufferPhysicalAddress(); |     if (color_addr != addr) [[unlikely]] { | ||||||
|  |         color_addr = addr; | ||||||
|  |         color_buffer = memory.GetPhysicalPointer(color_addr); | ||||||
|  |     } | ||||||
| 
 | 
 | ||||||
|  |     addr = regs.framebuffer.GetDepthBufferPhysicalAddress(); | ||||||
|  |     if (depth_addr != addr) [[unlikely]] { | ||||||
|  |         depth_addr = addr; | ||||||
|  |         depth_buffer = memory.GetPhysicalPointer(depth_addr); | ||||||
|  |     } | ||||||
|  | } | ||||||
|  | 
 | ||||||
|  | void Framebuffer::DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const { | ||||||
|  |     const auto& framebuffer = regs.framebuffer; | ||||||
|     // Similarly to textures, the render framebuffer is laid out from bottom to top, too.
 |     // Similarly to textures, the render framebuffer is laid out from bottom to top, too.
 | ||||||
|     // NOTE: The framebuffer height register contains the actual FB height minus one.
 |     // NOTE: The framebuffer height register contains the actual FB height minus one.
 | ||||||
|     y = framebuffer.height - y; |     y = framebuffer.height - y; | ||||||
|  | @ -54,8 +66,7 @@ void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const { | ||||||
|         GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value())); |         GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value())); | ||||||
|     const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + |     const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + | ||||||
|                            coarse_y * framebuffer.width * bytes_per_pixel; |                            coarse_y * framebuffer.width * bytes_per_pixel; | ||||||
|     u8* depth_buffer = memory.GetPhysicalPointer(addr); |     u8* dst_pixel = color_buffer + dst_offset; | ||||||
|     u8* dst_pixel = depth_buffer + dst_offset; |  | ||||||
| 
 | 
 | ||||||
|     switch (framebuffer.color_format) { |     switch (framebuffer.color_format) { | ||||||
|     case FramebufferRegs::ColorFormat::RGBA8: |     case FramebufferRegs::ColorFormat::RGBA8: | ||||||
|  | @ -80,10 +91,8 @@ void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const { | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const { | const Common::Vec4<u8> Framebuffer::GetPixel(u32 x, u32 y) const { | ||||||
|     const auto& framebuffer = regs.framebuffer; |     const auto& framebuffer = regs.framebuffer; | ||||||
|     const PAddr addr = framebuffer.GetColorBufferPhysicalAddress(); |  | ||||||
| 
 |  | ||||||
|     y = framebuffer.height - y; |     y = framebuffer.height - y; | ||||||
| 
 | 
 | ||||||
|     const u32 coarse_y = y & ~7; |     const u32 coarse_y = y & ~7; | ||||||
|  | @ -91,7 +100,6 @@ const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const { | ||||||
|         GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value())); |         GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value())); | ||||||
|     const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + |     const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + | ||||||
|                            coarse_y * framebuffer.width * bytes_per_pixel; |                            coarse_y * framebuffer.width * bytes_per_pixel; | ||||||
|     const u8* color_buffer = memory.GetPhysicalPointer(addr); |  | ||||||
|     const u8* src_pixel = color_buffer + src_offset; |     const u8* src_pixel = color_buffer + src_offset; | ||||||
| 
 | 
 | ||||||
|     switch (framebuffer.color_format) { |     switch (framebuffer.color_format) { | ||||||
|  | @ -114,10 +122,8 @@ const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const { | ||||||
|     return {0, 0, 0, 0}; |     return {0, 0, 0, 0}; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| u32 Framebuffer::GetDepth(int x, int y) const { | u32 Framebuffer::GetDepth(u32 x, u32 y) const { | ||||||
|     const auto& framebuffer = regs.framebuffer; |     const auto& framebuffer = regs.framebuffer; | ||||||
|     const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); |  | ||||||
| 
 |  | ||||||
|     y = framebuffer.height - y; |     y = framebuffer.height - y; | ||||||
| 
 | 
 | ||||||
|     const u32 coarse_y = y & ~7; |     const u32 coarse_y = y & ~7; | ||||||
|  | @ -125,7 +131,6 @@ u32 Framebuffer::GetDepth(int x, int y) const { | ||||||
|     const u32 stride = framebuffer.width * bytes_per_pixel; |     const u32 stride = framebuffer.width * bytes_per_pixel; | ||||||
| 
 | 
 | ||||||
|     const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; |     const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; | ||||||
|     const u8* depth_buffer = memory.GetPhysicalPointer(addr); |  | ||||||
|     const u8* src_pixel = depth_buffer + src_offset; |     const u8* src_pixel = depth_buffer + src_offset; | ||||||
| 
 | 
 | ||||||
|     switch (framebuffer.depth_format) { |     switch (framebuffer.depth_format) { | ||||||
|  | @ -143,10 +148,8 @@ u32 Framebuffer::GetDepth(int x, int y) const { | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| u8 Framebuffer::GetStencil(int x, int y) const { | u8 Framebuffer::GetStencil(u32 x, u32 y) const { | ||||||
|     const auto& framebuffer = regs.framebuffer; |     const auto& framebuffer = regs.framebuffer; | ||||||
|     const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); |  | ||||||
| 
 |  | ||||||
|     y = framebuffer.height - y; |     y = framebuffer.height - y; | ||||||
| 
 | 
 | ||||||
|     const u32 coarse_y = y & ~7; |     const u32 coarse_y = y & ~7; | ||||||
|  | @ -154,7 +157,6 @@ u8 Framebuffer::GetStencil(int x, int y) const { | ||||||
|     const u32 stride = framebuffer.width * bytes_per_pixel; |     const u32 stride = framebuffer.width * bytes_per_pixel; | ||||||
| 
 | 
 | ||||||
|     const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; |     const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; | ||||||
|     const u8* depth_buffer = memory.GetPhysicalPointer(addr); |  | ||||||
|     const u8* src_pixel = depth_buffer + src_offset; |     const u8* src_pixel = depth_buffer + src_offset; | ||||||
| 
 | 
 | ||||||
|     switch (framebuffer.depth_format) { |     switch (framebuffer.depth_format) { | ||||||
|  | @ -169,10 +171,8 @@ u8 Framebuffer::GetStencil(int x, int y) const { | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void Framebuffer::SetDepth(int x, int y, u32 value) const { | void Framebuffer::SetDepth(u32 x, u32 y, u32 value) const { | ||||||
|     const auto& framebuffer = regs.framebuffer; |     const auto& framebuffer = regs.framebuffer; | ||||||
|     const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); |  | ||||||
| 
 |  | ||||||
|     y = framebuffer.height - y; |     y = framebuffer.height - y; | ||||||
| 
 | 
 | ||||||
|     const u32 coarse_y = y & ~7; |     const u32 coarse_y = y & ~7; | ||||||
|  | @ -180,7 +180,6 @@ void Framebuffer::SetDepth(int x, int y, u32 value) const { | ||||||
|     const u32 stride = framebuffer.width * bytes_per_pixel; |     const u32 stride = framebuffer.width * bytes_per_pixel; | ||||||
| 
 | 
 | ||||||
|     const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; |     const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; | ||||||
|     u8* depth_buffer = memory.GetPhysicalPointer(addr); |  | ||||||
|     u8* dst_pixel = depth_buffer + dst_offset; |     u8* dst_pixel = depth_buffer + dst_offset; | ||||||
| 
 | 
 | ||||||
|     switch (framebuffer.depth_format) { |     switch (framebuffer.depth_format) { | ||||||
|  | @ -201,10 +200,8 @@ void Framebuffer::SetDepth(int x, int y, u32 value) const { | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void Framebuffer::SetStencil(int x, int y, u8 value) const { | void Framebuffer::SetStencil(u32 x, u32 y, u8 value) const { | ||||||
|     const auto& framebuffer = regs.framebuffer; |     const auto& framebuffer = regs.framebuffer; | ||||||
|     const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress(); |  | ||||||
| 
 |  | ||||||
|     y = framebuffer.height - y; |     y = framebuffer.height - y; | ||||||
| 
 | 
 | ||||||
|     const u32 coarse_y = y & ~7; |     const u32 coarse_y = y & ~7; | ||||||
|  | @ -212,7 +209,6 @@ void Framebuffer::SetStencil(int x, int y, u8 value) const { | ||||||
|     const u32 stride = framebuffer.width * bytes_per_pixel; |     const u32 stride = framebuffer.width * bytes_per_pixel; | ||||||
| 
 | 
 | ||||||
|     const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; |     const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride; | ||||||
|     u8* depth_buffer = memory.GetPhysicalPointer(addr); |  | ||||||
|     u8* dst_pixel = depth_buffer + dst_offset; |     u8* dst_pixel = depth_buffer + dst_offset; | ||||||
| 
 | 
 | ||||||
|     switch (framebuffer.depth_format) { |     switch (framebuffer.depth_format) { | ||||||
|  | @ -231,7 +227,7 @@ void Framebuffer::SetStencil(int x, int y, u8 value) const { | ||||||
|     } |     } | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void Framebuffer::DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) const { | void Framebuffer::DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const { | ||||||
|     const auto& framebuffer = regs.framebuffer; |     const auto& framebuffer = regs.framebuffer; | ||||||
|     const auto& shadow = regs.shadow; |     const auto& shadow = regs.shadow; | ||||||
|     const PAddr addr = framebuffer.GetColorBufferPhysicalAddress(); |     const PAddr addr = framebuffer.GetColorBufferPhysicalAddress(); | ||||||
|  |  | ||||||
|  | @ -23,30 +23,37 @@ public: | ||||||
|     explicit Framebuffer(Memory::MemorySystem& memory, const Pica::FramebufferRegs& framebuffer); |     explicit Framebuffer(Memory::MemorySystem& memory, const Pica::FramebufferRegs& framebuffer); | ||||||
|     ~Framebuffer(); |     ~Framebuffer(); | ||||||
| 
 | 
 | ||||||
|  |     /// Updates the framebuffer addresses from the PICA registers.
 | ||||||
|  |     void Bind(); | ||||||
|  | 
 | ||||||
|     /// Draws a pixel at the specified coordinates.
 |     /// Draws a pixel at the specified coordinates.
 | ||||||
|     void DrawPixel(int x, int y, const Common::Vec4<u8>& color) const; |     void DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const; | ||||||
| 
 | 
 | ||||||
|     /// Returns the current color at the specified coordinates.
 |     /// Returns the current color at the specified coordinates.
 | ||||||
|     [[nodiscard]] const Common::Vec4<u8> GetPixel(int x, int y) const; |     [[nodiscard]] const Common::Vec4<u8> GetPixel(u32 x, u32 y) const; | ||||||
| 
 | 
 | ||||||
|     /// Returns the depth value at the specified coordinates.
 |     /// Returns the depth value at the specified coordinates.
 | ||||||
|     [[nodiscard]] u32 GetDepth(int x, int y) const; |     [[nodiscard]] u32 GetDepth(u32 x, u32 y) const; | ||||||
| 
 | 
 | ||||||
|     /// Returns the stencil value at the specified coordinates.
 |     /// Returns the stencil value at the specified coordinates.
 | ||||||
|     [[nodiscard]] u8 GetStencil(int x, int y) const; |     [[nodiscard]] u8 GetStencil(u32 x, u32 y) const; | ||||||
| 
 | 
 | ||||||
|     /// Stores the provided depth value at the specified coordinates.
 |     /// Stores the provided depth value at the specified coordinates.
 | ||||||
|     void SetDepth(int x, int y, u32 value) const; |     void SetDepth(u32 x, u32 y, u32 value) const; | ||||||
| 
 | 
 | ||||||
|     /// Stores the provided stencil value at the specified coordinates.
 |     /// Stores the provided stencil value at the specified coordinates.
 | ||||||
|     void SetStencil(int x, int y, u8 value) const; |     void SetStencil(u32 x, u32 y, u8 value) const; | ||||||
| 
 | 
 | ||||||
|     /// Draws a pixel to the shadow buffer.
 |     /// Draws a pixel to the shadow buffer.
 | ||||||
|     void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) const; |     void DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const; | ||||||
| 
 | 
 | ||||||
| private: | private: | ||||||
|     Memory::MemorySystem& memory; |     Memory::MemorySystem& memory; | ||||||
|     const Pica::FramebufferRegs& regs; |     const Pica::FramebufferRegs& regs; | ||||||
|  |     PAddr color_addr; | ||||||
|  |     u8* color_buffer{}; | ||||||
|  |     PAddr depth_addr; | ||||||
|  |     u8* depth_buffer{}; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| u8 PerformStencilAction(Pica::FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref); | u8 PerformStencilAction(Pica::FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref); | ||||||
|  |  | ||||||
|  | @ -96,7 +96,9 @@ private: | ||||||
| } // Anonymous namespace
 | } // Anonymous namespace
 | ||||||
| 
 | 
 | ||||||
| RasterizerSoftware::RasterizerSoftware(Memory::MemorySystem& memory_) | RasterizerSoftware::RasterizerSoftware(Memory::MemorySystem& memory_) | ||||||
|     : memory{memory_}, state{Pica::g_state}, regs{state.regs}, fb{memory, regs.framebuffer} {} |     : memory{memory_}, state{Pica::g_state}, regs{state.regs}, | ||||||
|  |       num_sw_threads{std::max(std::thread::hardware_concurrency(), 2U)}, | ||||||
|  |       sw_workers{num_sw_threads, "SwRenderer workers"}, fb{memory, regs.framebuffer} {} | ||||||
| 
 | 
 | ||||||
| void RasterizerSoftware::AddTriangle(const Pica::Shader::OutputVertex& v0, | void RasterizerSoftware::AddTriangle(const Pica::Shader::OutputVertex& v0, | ||||||
|                                      const Pica::Shader::OutputVertex& v1, |                                      const Pica::Shader::OutputVertex& v1, | ||||||
|  | @ -289,167 +291,180 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con | ||||||
| 
 | 
 | ||||||
|     const auto w_inverse = Common::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w); |     const auto w_inverse = Common::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w); | ||||||
| 
 | 
 | ||||||
|     auto textures = regs.texturing.GetTextures(); |     const auto textures = regs.texturing.GetTextures(); | ||||||
|     const auto tev_stages = regs.texturing.GetTevStages(); |     const auto tev_stages = regs.texturing.GetTevStages(); | ||||||
| 
 | 
 | ||||||
|  |     fb.Bind(); | ||||||
|  | 
 | ||||||
|     // Enter rasterization loop, starting at the center of the topleft bounding box corner.
 |     // Enter rasterization loop, starting at the center of the topleft bounding box corner.
 | ||||||
|     // TODO: Not sure if looping through x first might be faster
 |     // TODO: Not sure if looping through x first might be faster
 | ||||||
|     for (u16 y = min_y + 8; y < max_y; y += 0x10) { |     for (u16 y = min_y + 8; y < max_y; y += 0x10) { | ||||||
|         for (u16 x = min_x + 8; x < max_x; x += 0x10) { |         const auto process_scanline = [&, y] { | ||||||
|             // Do not process the pixel if it's inside the scissor box and the scissor mode is set
 |             for (u16 x = min_x + 8; x < max_x; x += 0x10) { | ||||||
|             // to Exclude.
 |                 // Do not process the pixel if it's inside the scissor box and the scissor mode is
 | ||||||
|             if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) { |                 // set to Exclude.
 | ||||||
|                 if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2) { |                 if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) { | ||||||
|  |                     if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2) { | ||||||
|  |                         continue; | ||||||
|  |                     } | ||||||
|  |                 } | ||||||
|  | 
 | ||||||
|  |                 // Calculate the barycentric coordinates w0, w1 and w2
 | ||||||
|  |                 const s32 w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y}); | ||||||
|  |                 const s32 w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y}); | ||||||
|  |                 const s32 w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y}); | ||||||
|  |                 const s32 wsum = w0 + w1 + w2; | ||||||
|  | 
 | ||||||
|  |                 // If current pixel is not covered by the current primitive
 | ||||||
|  |                 if (w0 < 0 || w1 < 0 || w2 < 0) { | ||||||
|                     continue; |                     continue; | ||||||
|                 } |                 } | ||||||
|             } |  | ||||||
| 
 | 
 | ||||||
|             // Calculate the barycentric coordinates w0, w1 and w2
 |                 const auto baricentric_coordinates = Common::MakeVec( | ||||||
|             const s32 w0 = bias0 + SignedArea(vtxpos[1].xy(), vtxpos[2].xy(), {x, y}); |                     f24::FromFloat32(static_cast<f32>(w0)), f24::FromFloat32(static_cast<f32>(w1)), | ||||||
|             const s32 w1 = bias1 + SignedArea(vtxpos[2].xy(), vtxpos[0].xy(), {x, y}); |                     f24::FromFloat32(static_cast<f32>(w2))); | ||||||
|             const s32 w2 = bias2 + SignedArea(vtxpos[0].xy(), vtxpos[1].xy(), {x, y}); |                 const f24 interpolated_w_inverse = | ||||||
|             const s32 wsum = w0 + w1 + w2; |                     f24::One() / Common::Dot(w_inverse, baricentric_coordinates); | ||||||
| 
 | 
 | ||||||
|             // If current pixel is not covered by the current primitive
 |                 // interpolated_z = z / w
 | ||||||
|             if (w0 < 0 || w1 < 0 || w2 < 0) { |                 const float interpolated_z_over_w = | ||||||
|                 continue; |                     (v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 + | ||||||
|             } |                      v2.screenpos[2].ToFloat32() * w2) / | ||||||
|  |                     wsum; | ||||||
| 
 | 
 | ||||||
|             const auto baricentric_coordinates = Common::MakeVec( |                 // Not fully accurate. About 3 bits in precision are missing.
 | ||||||
|                 f24::FromFloat32(static_cast<f32>(w0)), f24::FromFloat32(static_cast<f32>(w1)), |                 // Z-Buffer (z / w * scale + offset)
 | ||||||
|                 f24::FromFloat32(static_cast<f32>(w2))); |                 const float depth_scale = | ||||||
|             const f24 interpolated_w_inverse = |                     f24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32(); | ||||||
|                 f24::One() / Common::Dot(w_inverse, baricentric_coordinates); |                 const float depth_offset = | ||||||
|  |                     f24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32(); | ||||||
|  |                 float depth = interpolated_z_over_w * depth_scale + depth_offset; | ||||||
| 
 | 
 | ||||||
|             // interpolated_z = z / w
 |                 // Potentially switch to W-Buffer
 | ||||||
|             const float interpolated_z_over_w = |                 if (regs.rasterizer.depthmap_enable == | ||||||
|                 (v0.screenpos[2].ToFloat32() * w0 + v1.screenpos[2].ToFloat32() * w1 + |                     Pica::RasterizerRegs::DepthBuffering::WBuffering) { | ||||||
|                  v2.screenpos[2].ToFloat32() * w2) / |                     // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
 | ||||||
|                 wsum; |                     depth *= interpolated_w_inverse.ToFloat32() * wsum; | ||||||
|  |                 } | ||||||
| 
 | 
 | ||||||
|             // Not fully accurate. About 3 bits in precision are missing.
 |                 // Clamp the result
 | ||||||
|             // Z-Buffer (z / w * scale + offset)
 |                 depth = std::clamp(depth, 0.0f, 1.0f); | ||||||
|             const float depth_scale = |  | ||||||
|                 f24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32(); |  | ||||||
|             const float depth_offset = |  | ||||||
|                 f24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32(); |  | ||||||
|             float depth = interpolated_z_over_w * depth_scale + depth_offset; |  | ||||||
| 
 | 
 | ||||||
|             // Potentially switch to W-Buffer
 |                 /**
 | ||||||
|             if (regs.rasterizer.depthmap_enable == |                  * Perspective correct attribute interpolation: | ||||||
|                 Pica::RasterizerRegs::DepthBuffering::WBuffering) { |                  * Attribute values cannot be calculated by simple linear interpolation since | ||||||
|                 // W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
 |                  * they are not linear in screen space. For example, when interpolating a | ||||||
|                 depth *= interpolated_w_inverse.ToFloat32() * wsum; |                  * texture coordinate across two vertices, something simple like | ||||||
|             } |                  *     u = (u0*w0 + u1*w1)/(w0+w1) | ||||||
| 
 |                  * will not work. However, the attribute value divided by the | ||||||
|             // Clamp the result
 |                  * clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear | ||||||
|             depth = std::clamp(depth, 0.0f, 1.0f); |                  * in screenspace. Hence, we can linearly interpolate these two independently and | ||||||
| 
 |                  * calculate the interpolated attribute by dividing the results. | ||||||
|             /**
 |                  * I.e. | ||||||
|              * Perspective correct attribute interpolation: |                  *     u_over_w   = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1) | ||||||
|              * Attribute values cannot be calculated by simple linear interpolation since |                  *     one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1) | ||||||
|              * they are not linear in screen space. For example, when interpolating a |                  *     u = u_over_w / one_over_w | ||||||
|              * texture coordinate across two vertices, something simple like |                  * | ||||||
|              *     u = (u0*w0 + u1*w1)/(w0+w1) |                  * The generalization to three vertices is straightforward in baricentric | ||||||
|              * will not work. However, the attribute value divided by the |                  *coordinates. | ||||||
|              * clipspace w-coordinate (u/w) and and the inverse w-coordinate (1/w) are linear |                  **/ | ||||||
|              * in screenspace. Hence, we can linearly interpolate these two independently and |                 const auto get_interpolated_attribute = [&](f24 attr0, f24 attr1, f24 attr2) { | ||||||
|              * calculate the interpolated attribute by dividing the results. |                     auto attr_over_w = Common::MakeVec(attr0, attr1, attr2); | ||||||
|              * I.e. |                     f24 interpolated_attr_over_w = | ||||||
|              *     u_over_w   = ((u0/v0.pos.w)*w0 + (u1/v1.pos.w)*w1)/(w0+w1) |                         Common::Dot(attr_over_w, baricentric_coordinates); | ||||||
|              *     one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1) |                     return interpolated_attr_over_w * interpolated_w_inverse; | ||||||
|              *     u = u_over_w / one_over_w |  | ||||||
|              * |  | ||||||
|              * The generalization to three vertices is straightforward in baricentric coordinates. |  | ||||||
|              **/ |  | ||||||
|             const auto get_interpolated_attribute = [&](f24 attr0, f24 attr1, f24 attr2) { |  | ||||||
|                 auto attr_over_w = Common::MakeVec(attr0, attr1, attr2); |  | ||||||
|                 f24 interpolated_attr_over_w = Common::Dot(attr_over_w, baricentric_coordinates); |  | ||||||
|                 return interpolated_attr_over_w * interpolated_w_inverse; |  | ||||||
|             }; |  | ||||||
| 
 |  | ||||||
|             const Common::Vec4<u8> primary_color{ |  | ||||||
|                 static_cast<u8>( |  | ||||||
|                     round(get_interpolated_attribute(v0.color.r(), v1.color.r(), v2.color.r()) |  | ||||||
|                               .ToFloat32() * |  | ||||||
|                           255)), |  | ||||||
|                 static_cast<u8>( |  | ||||||
|                     round(get_interpolated_attribute(v0.color.g(), v1.color.g(), v2.color.g()) |  | ||||||
|                               .ToFloat32() * |  | ||||||
|                           255)), |  | ||||||
|                 static_cast<u8>( |  | ||||||
|                     round(get_interpolated_attribute(v0.color.b(), v1.color.b(), v2.color.b()) |  | ||||||
|                               .ToFloat32() * |  | ||||||
|                           255)), |  | ||||||
|                 static_cast<u8>( |  | ||||||
|                     round(get_interpolated_attribute(v0.color.a(), v1.color.a(), v2.color.a()) |  | ||||||
|                               .ToFloat32() * |  | ||||||
|                           255)), |  | ||||||
|             }; |  | ||||||
| 
 |  | ||||||
|             std::array<Common::Vec2<f24>, 3> uv; |  | ||||||
|             uv[0].u() = get_interpolated_attribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); |  | ||||||
|             uv[0].v() = get_interpolated_attribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v()); |  | ||||||
|             uv[1].u() = get_interpolated_attribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u()); |  | ||||||
|             uv[1].v() = get_interpolated_attribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v()); |  | ||||||
|             uv[2].u() = get_interpolated_attribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u()); |  | ||||||
|             uv[2].v() = get_interpolated_attribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v()); |  | ||||||
| 
 |  | ||||||
|             // Sample bound texture units.
 |  | ||||||
|             const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); |  | ||||||
|             const auto texture_color = TextureColor(uv, textures, tc0_w); |  | ||||||
| 
 |  | ||||||
|             Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0}; |  | ||||||
|             Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; |  | ||||||
| 
 |  | ||||||
|             if (!regs.lighting.disable) { |  | ||||||
|                 const auto normquat = |  | ||||||
|                     Common::Quaternion<f32>{ |  | ||||||
|                         {get_interpolated_attribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(), |  | ||||||
|                          get_interpolated_attribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(), |  | ||||||
|                          get_interpolated_attribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()}, |  | ||||||
|                         get_interpolated_attribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), |  | ||||||
|                     } |  | ||||||
|                         .Normalized(); |  | ||||||
| 
 |  | ||||||
|                 const Common::Vec3f view{ |  | ||||||
|                     get_interpolated_attribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), |  | ||||||
|                     get_interpolated_attribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), |  | ||||||
|                     get_interpolated_attribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(), |  | ||||||
|                 }; |                 }; | ||||||
|                 std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors( |  | ||||||
|                     regs.lighting, state.lighting, normquat, view, texture_color); |  | ||||||
|             } |  | ||||||
| 
 | 
 | ||||||
|             // Write the TEV stages.
 |                 const Common::Vec4<u8> primary_color{ | ||||||
|             auto combiner_output = WriteTevConfig(texture_color, tev_stages, primary_color, |                     static_cast<u8>( | ||||||
|                                                   primary_fragment_color, secondary_fragment_color); |                         round(get_interpolated_attribute(v0.color.r(), v1.color.r(), v2.color.r()) | ||||||
|  |                                   .ToFloat32() * | ||||||
|  |                               255)), | ||||||
|  |                     static_cast<u8>( | ||||||
|  |                         round(get_interpolated_attribute(v0.color.g(), v1.color.g(), v2.color.g()) | ||||||
|  |                                   .ToFloat32() * | ||||||
|  |                               255)), | ||||||
|  |                     static_cast<u8>( | ||||||
|  |                         round(get_interpolated_attribute(v0.color.b(), v1.color.b(), v2.color.b()) | ||||||
|  |                                   .ToFloat32() * | ||||||
|  |                               255)), | ||||||
|  |                     static_cast<u8>( | ||||||
|  |                         round(get_interpolated_attribute(v0.color.a(), v1.color.a(), v2.color.a()) | ||||||
|  |                                   .ToFloat32() * | ||||||
|  |                               255)), | ||||||
|  |                 }; | ||||||
| 
 | 
 | ||||||
|             const auto& output_merger = regs.framebuffer.output_merger; |                 std::array<Common::Vec2<f24>, 3> uv; | ||||||
|             if (output_merger.fragment_operation_mode == |                 uv[0].u() = get_interpolated_attribute(v0.tc0.u(), v1.tc0.u(), v2.tc0.u()); | ||||||
|                 FramebufferRegs::FragmentOperationMode::Shadow) { |                 uv[0].v() = get_interpolated_attribute(v0.tc0.v(), v1.tc0.v(), v2.tc0.v()); | ||||||
|                 u32 depth_int = static_cast<u32>(depth * 0xFFFFFF); |                 uv[1].u() = get_interpolated_attribute(v0.tc1.u(), v1.tc1.u(), v2.tc1.u()); | ||||||
|                 // Use green color as the shadow intensity
 |                 uv[1].v() = get_interpolated_attribute(v0.tc1.v(), v1.tc1.v(), v2.tc1.v()); | ||||||
|                 u8 stencil = combiner_output.y; |                 uv[2].u() = get_interpolated_attribute(v0.tc2.u(), v1.tc2.u(), v2.tc2.u()); | ||||||
|                 fb.DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil); |                 uv[2].v() = get_interpolated_attribute(v0.tc2.v(), v1.tc2.v(), v2.tc2.v()); | ||||||
|                 // Skip the normal output merger pipeline if it is in shadow mode
 |  | ||||||
|                 continue; |  | ||||||
|             } |  | ||||||
| 
 | 
 | ||||||
|             // Does alpha testing happen before or after stencil?
 |                 // Sample bound texture units.
 | ||||||
|             if (!DoAlphaTest(combiner_output.a())) { |                 const f24 tc0_w = get_interpolated_attribute(v0.tc0_w, v1.tc0_w, v2.tc0_w); | ||||||
|                 continue; |                 const auto texture_color = TextureColor(uv, textures, tc0_w); | ||||||
|  | 
 | ||||||
|  |                 Common::Vec4<u8> primary_fragment_color = {0, 0, 0, 0}; | ||||||
|  |                 Common::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0}; | ||||||
|  | 
 | ||||||
|  |                 if (!regs.lighting.disable) { | ||||||
|  |                     const auto normquat = | ||||||
|  |                         Common::Quaternion<f32>{ | ||||||
|  |                             {get_interpolated_attribute(v0.quat.x, v1.quat.x, v2.quat.x) | ||||||
|  |                                  .ToFloat32(), | ||||||
|  |                              get_interpolated_attribute(v0.quat.y, v1.quat.y, v2.quat.y) | ||||||
|  |                                  .ToFloat32(), | ||||||
|  |                              get_interpolated_attribute(v0.quat.z, v1.quat.z, v2.quat.z) | ||||||
|  |                                  .ToFloat32()}, | ||||||
|  |                             get_interpolated_attribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(), | ||||||
|  |                         } | ||||||
|  |                             .Normalized(); | ||||||
|  | 
 | ||||||
|  |                     const Common::Vec3f view{ | ||||||
|  |                         get_interpolated_attribute(v0.view.x, v1.view.x, v2.view.x).ToFloat32(), | ||||||
|  |                         get_interpolated_attribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(), | ||||||
|  |                         get_interpolated_attribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(), | ||||||
|  |                     }; | ||||||
|  |                     std::tie(primary_fragment_color, secondary_fragment_color) = | ||||||
|  |                         ComputeFragmentsColors(regs.lighting, state.lighting, normquat, view, | ||||||
|  |                                                texture_color); | ||||||
|  |                 } | ||||||
|  | 
 | ||||||
|  |                 // Write the TEV stages.
 | ||||||
|  |                 auto combiner_output = | ||||||
|  |                     WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color, | ||||||
|  |                                    secondary_fragment_color); | ||||||
|  | 
 | ||||||
|  |                 const auto& output_merger = regs.framebuffer.output_merger; | ||||||
|  |                 if (output_merger.fragment_operation_mode == | ||||||
|  |                     FramebufferRegs::FragmentOperationMode::Shadow) { | ||||||
|  |                     const u32 depth_int = static_cast<u32>(depth * 0xFFFFFF); | ||||||
|  |                     // Use green color as the shadow intensity
 | ||||||
|  |                     const u8 stencil = combiner_output.y; | ||||||
|  |                     fb.DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil); | ||||||
|  |                     // Skip the normal output merger pipeline if it is in shadow mode
 | ||||||
|  |                     continue; | ||||||
|  |                 } | ||||||
|  | 
 | ||||||
|  |                 // Does alpha testing happen before or after stencil?
 | ||||||
|  |                 if (!DoAlphaTest(combiner_output.a())) { | ||||||
|  |                     continue; | ||||||
|  |                 } | ||||||
|  |                 WriteFog(depth, combiner_output); | ||||||
|  |                 if (!DoDepthStencilTest(x, y, depth)) { | ||||||
|  |                     continue; | ||||||
|  |                 } | ||||||
|  |                 const auto result = PixelColor(x, y, combiner_output); | ||||||
|  |                 if (regs.framebuffer.framebuffer.allow_color_write != 0) { | ||||||
|  |                     fb.DrawPixel(x >> 4, y >> 4, result); | ||||||
|  |                 } | ||||||
|             } |             } | ||||||
|             WriteFog(combiner_output, depth); |         }; | ||||||
|             if (!DoDepthStencilTest(x, y, depth)) { |         sw_workers.QueueWork(std::move(process_scanline)); | ||||||
|                 continue; |  | ||||||
|             } |  | ||||||
|             const auto result = PixelColor(x, y, combiner_output); |  | ||||||
|             if (regs.framebuffer.framebuffer.allow_color_write != 0) { |  | ||||||
|                 fb.DrawPixel(x >> 4, y >> 4, result); |  | ||||||
|             } |  | ||||||
|         } |  | ||||||
|     } |     } | ||||||
|  |     sw_workers.WaitForRequests(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor( | std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor( | ||||||
|  | @ -573,7 +588,7 @@ std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor( | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y, | Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y, | ||||||
|                                                 Common::Vec4<u8>& combiner_output) const { |                                                 Common::Vec4<u8> combiner_output) const { | ||||||
|     const auto dest = fb.GetPixel(x >> 4, y >> 4); |     const auto dest = fb.GetPixel(x >> 4, y >> 4); | ||||||
|     Common::Vec4<u8> blend_output = combiner_output; |     Common::Vec4<u8> blend_output = combiner_output; | ||||||
| 
 | 
 | ||||||
|  | @ -771,7 +786,7 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig( | ||||||
|     return combiner_output; |     return combiner_output; | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const { | void RasterizerSoftware::WriteFog(float depth, Common::Vec4<u8>& combiner_output) const { | ||||||
|     /**
 |     /**
 | ||||||
|      * Apply fog combiner. Not fully accurate. We'd have to know what data type is used to |      * Apply fog combiner. Not fully accurate. We'd have to know what data type is used to | ||||||
|      * store the depth etc. Using float for now until we know more about Pica datatypes. |      * store the depth etc. Using float for now until we know more about Pica datatypes. | ||||||
|  |  | ||||||
|  | @ -5,7 +5,7 @@ | ||||||
| #pragma once | #pragma once | ||||||
| 
 | 
 | ||||||
| #include <span> | #include <span> | ||||||
| 
 | #include "common/thread_worker.h" | ||||||
| #include "video_core/rasterizer_interface.h" | #include "video_core/rasterizer_interface.h" | ||||||
| #include "video_core/regs_texturing.h" | #include "video_core/regs_texturing.h" | ||||||
| #include "video_core/renderer_software/sw_clipper.h" | #include "video_core/renderer_software/sw_clipper.h" | ||||||
|  | @ -52,7 +52,7 @@ private: | ||||||
|         std::span<const Pica::TexturingRegs::FullTextureConfig, 3> textures, f24 tc0_w) const; |         std::span<const Pica::TexturingRegs::FullTextureConfig, 3> textures, f24 tc0_w) const; | ||||||
| 
 | 
 | ||||||
|     /// Returns the final pixel color with blending or logic ops applied.
 |     /// Returns the final pixel color with blending or logic ops applied.
 | ||||||
|     Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const; |     Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8> combiner_output) const; | ||||||
| 
 | 
 | ||||||
|     /// Emulates the TEV configuration and returns the combiner output.
 |     /// Emulates the TEV configuration and returns the combiner output.
 | ||||||
|     Common::Vec4<u8> WriteTevConfig( |     Common::Vec4<u8> WriteTevConfig( | ||||||
|  | @ -62,7 +62,7 @@ private: | ||||||
|         Common::Vec4<u8> secondary_fragment_color); |         Common::Vec4<u8> secondary_fragment_color); | ||||||
| 
 | 
 | ||||||
|     /// Blends fog to the combiner output if enabled.
 |     /// Blends fog to the combiner output if enabled.
 | ||||||
|     void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const; |     void WriteFog(float depth, Common::Vec4<u8>& combiner_output) const; | ||||||
| 
 | 
 | ||||||
|     /// Performs the alpha test. Returns false if the test failed.
 |     /// Performs the alpha test. Returns false if the test failed.
 | ||||||
|     bool DoAlphaTest(u8 alpha) const; |     bool DoAlphaTest(u8 alpha) const; | ||||||
|  | @ -74,6 +74,8 @@ private: | ||||||
|     Memory::MemorySystem& memory; |     Memory::MemorySystem& memory; | ||||||
|     Pica::State& state; |     Pica::State& state; | ||||||
|     const Pica::Regs& regs; |     const Pica::Regs& regs; | ||||||
|  |     size_t num_sw_threads; | ||||||
|  |     Common::ThreadWorker sw_workers; | ||||||
|     Framebuffer fb; |     Framebuffer fb; | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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