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	VideoCore: Extract swrast-specific data from OutputVertex
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					 5 changed files with 64 additions and 58 deletions
				
			
		|  | @ -18,6 +18,8 @@ | |||
| #include "video_core/rasterizer.h" | ||||
| #include "video_core/shader/shader.h" | ||||
| 
 | ||||
| using Pica::Rasterizer::Vertex; | ||||
| 
 | ||||
| namespace Pica { | ||||
| 
 | ||||
| namespace Clipper { | ||||
|  | @ -29,20 +31,20 @@ public: | |||
|                                                  float24::FromFloat32(0), float24::FromFloat32(0))) | ||||
|         : coeffs(coeffs), bias(bias) {} | ||||
| 
 | ||||
|     bool IsInside(const OutputVertex& vertex) const { | ||||
|     bool IsInside(const Vertex& vertex) const { | ||||
|         return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0); | ||||
|     } | ||||
| 
 | ||||
|     bool IsOutSide(const OutputVertex& vertex) const { | ||||
|     bool IsOutSide(const Vertex& vertex) const { | ||||
|         return !IsInside(vertex); | ||||
|     } | ||||
| 
 | ||||
|     OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const { | ||||
|     Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const { | ||||
|         float24 dp = Math::Dot(v0.pos + bias, coeffs); | ||||
|         float24 dp_prev = Math::Dot(v1.pos + bias, coeffs); | ||||
|         float24 factor = dp_prev / (dp_prev - dp); | ||||
| 
 | ||||
|         return OutputVertex::Lerp(factor, v0, v1); | ||||
|         return Vertex::Lerp(factor, v0, v1); | ||||
|     } | ||||
| 
 | ||||
| private: | ||||
|  | @ -51,7 +53,7 @@ private: | |||
|     Math::Vec4<float24> bias; | ||||
| }; | ||||
| 
 | ||||
| static void InitScreenCoordinates(OutputVertex& vtx) { | ||||
| static void InitScreenCoordinates(Vertex& vtx) { | ||||
|     struct { | ||||
|         float24 halfsize_x; | ||||
|         float24 offset_x; | ||||
|  | @ -91,8 +93,8 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu | |||
|     // introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
 | ||||
|     // fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
 | ||||
|     static const size_t MAX_VERTICES = 9; | ||||
|     static_vector<OutputVertex, MAX_VERTICES> buffer_a = {v0, v1, v2}; | ||||
|     static_vector<OutputVertex, MAX_VERTICES> buffer_b; | ||||
|     static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2}; | ||||
|     static_vector<Vertex, MAX_VERTICES> buffer_b; | ||||
|     auto* output_list = &buffer_a; | ||||
|     auto* input_list = &buffer_b; | ||||
| 
 | ||||
|  | @ -123,7 +125,7 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu | |||
|         std::swap(input_list, output_list); | ||||
|         output_list->clear(); | ||||
| 
 | ||||
|         const OutputVertex* reference_vertex = &input_list->back(); | ||||
|         const Vertex* reference_vertex = &input_list->back(); | ||||
| 
 | ||||
|         for (const auto& vertex : *input_list) { | ||||
|             // NOTE: This algorithm changes vertex order in some cases!
 | ||||
|  | @ -148,9 +150,9 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu | |||
|     InitScreenCoordinates((*output_list)[1]); | ||||
| 
 | ||||
|     for (size_t i = 0; i < output_list->size() - 2; i++) { | ||||
|         OutputVertex& vtx0 = (*output_list)[0]; | ||||
|         OutputVertex& vtx1 = (*output_list)[i + 1]; | ||||
|         OutputVertex& vtx2 = (*output_list)[i + 2]; | ||||
|         Vertex& vtx0 = (*output_list)[0]; | ||||
|         Vertex& vtx1 = (*output_list)[i + 1]; | ||||
|         Vertex& vtx2 = (*output_list)[i + 2]; | ||||
| 
 | ||||
|         InitScreenCoordinates(vtx2); | ||||
| 
 | ||||
|  |  | |||
|  | @ -307,8 +307,8 @@ MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 24 | |||
|  * Helper function for ProcessTriangle with the "reversed" flag to allow for implementing | ||||
|  * culling via recursion. | ||||
|  */ | ||||
| static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1, | ||||
|                                     const Shader::OutputVertex& v2, bool reversed = false) { | ||||
| static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2, | ||||
|                                     bool reversed = false) { | ||||
|     const auto& regs = g_state.regs; | ||||
|     MICROPROFILE_SCOPE(GPU_Rasterization); | ||||
| 
 | ||||
|  | @ -1276,8 +1276,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader | |||
|     } | ||||
| } | ||||
| 
 | ||||
| void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1, | ||||
|                      const Shader::OutputVertex& v2) { | ||||
| void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) { | ||||
|     ProcessTriangleInternal(v0, v1, v2); | ||||
| } | ||||
| 
 | ||||
|  |  | |||
|  | @ -4,16 +4,44 @@ | |||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| namespace Pica { | ||||
| #include "video_core/shader/shader.h" | ||||
| 
 | ||||
| namespace Shader { | ||||
| struct OutputVertex; | ||||
| } | ||||
| namespace Pica { | ||||
| 
 | ||||
| namespace Rasterizer { | ||||
| 
 | ||||
| void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1, | ||||
|                      const Shader::OutputVertex& v2); | ||||
| struct Vertex : Shader::OutputVertex { | ||||
|     Vertex(const OutputVertex& v) : OutputVertex(v) {} | ||||
| 
 | ||||
|     // Attributes used to store intermediate results
 | ||||
|     // position after perspective divide
 | ||||
|     Math::Vec3<float24> screenpos; | ||||
| 
 | ||||
|     // Linear interpolation
 | ||||
|     // factor: 0=this, 1=vtx
 | ||||
|     void Lerp(float24 factor, const Vertex& vtx) { | ||||
|         pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         // TODO: Should perform perspective correct interpolation here...
 | ||||
|         tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); | ||||
|         tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); | ||||
|         tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); | ||||
|     } | ||||
| 
 | ||||
|     // Linear interpolation
 | ||||
|     // factor: 0=v0, 1=v1
 | ||||
|     static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) { | ||||
|         Vertex ret = v0; | ||||
|         ret.Lerp(factor, v1); | ||||
|         return ret; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2); | ||||
| 
 | ||||
| } // namespace Rasterizer
 | ||||
| 
 | ||||
|  |  | |||
|  | @ -26,7 +26,7 @@ OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer | |||
|         OutputVertex ret{}; | ||||
|         std::array<float24, 24> vertex_slots; | ||||
|     }; | ||||
|     static_assert(sizeof(vertex_slots) <= sizeof(ret), "Struct and array have different sizes."); | ||||
|     static_assert(sizeof(vertex_slots) == sizeof(ret), "Struct and array have different sizes."); | ||||
| 
 | ||||
|     unsigned int num_attributes = regs.vs_output_total; | ||||
|     ASSERT(num_attributes <= 7); | ||||
|  |  | |||
|  | @ -28,9 +28,6 @@ struct AttributeBuffer { | |||
| }; | ||||
| 
 | ||||
| struct OutputVertex { | ||||
|     OutputVertex() = default; | ||||
| 
 | ||||
|     // VS output attributes
 | ||||
|     Math::Vec4<float24> pos; | ||||
|     Math::Vec4<float24> quat; | ||||
|     Math::Vec4<float24> color; | ||||
|  | @ -42,42 +39,22 @@ struct OutputVertex { | |||
|     INSERT_PADDING_WORDS(1); | ||||
|     Math::Vec2<float24> tc2; | ||||
| 
 | ||||
|     // Padding for optimal alignment
 | ||||
|     INSERT_PADDING_WORDS(4); | ||||
| 
 | ||||
|     // Attributes used to store intermediate results
 | ||||
| 
 | ||||
|     // position after perspective divide
 | ||||
|     Math::Vec3<float24> screenpos; | ||||
|     INSERT_PADDING_WORDS(1); | ||||
| 
 | ||||
|     // Linear interpolation
 | ||||
|     // factor: 0=this, 1=vtx
 | ||||
|     void Lerp(float24 factor, const OutputVertex& vtx) { | ||||
|         pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         // TODO: Should perform perspective correct interpolation here...
 | ||||
|         tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor); | ||||
|         tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor); | ||||
|         tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor); | ||||
| 
 | ||||
|         color = color * factor + vtx.color * (float24::FromFloat32(1) - factor); | ||||
|     } | ||||
| 
 | ||||
|     // Linear interpolation
 | ||||
|     // factor: 0=v0, 1=v1
 | ||||
|     static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) { | ||||
|         OutputVertex ret = v0; | ||||
|         ret.Lerp(factor, v1); | ||||
|         return ret; | ||||
|     } | ||||
| 
 | ||||
|     static OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output); | ||||
| }; | ||||
| #define ASSERT_POS(var, pos)                                                                       \ | ||||
|     static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong "       \ | ||||
|                                                                         "offset.") | ||||
| ASSERT_POS(pos, Regs::VSOutputAttributes::POSITION_X); | ||||
| ASSERT_POS(quat, Regs::VSOutputAttributes::QUATERNION_X); | ||||
| ASSERT_POS(color, Regs::VSOutputAttributes::COLOR_R); | ||||
| ASSERT_POS(tc0, Regs::VSOutputAttributes::TEXCOORD0_U); | ||||
| ASSERT_POS(tc1, Regs::VSOutputAttributes::TEXCOORD1_U); | ||||
| ASSERT_POS(tc0_w, Regs::VSOutputAttributes::TEXCOORD0_W); | ||||
| ASSERT_POS(view, Regs::VSOutputAttributes::VIEW_X); | ||||
| ASSERT_POS(tc2, Regs::VSOutputAttributes::TEXCOORD2_U); | ||||
| #undef ASSERT_POS | ||||
| static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD"); | ||||
| static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size"); | ||||
| static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size"); | ||||
| 
 | ||||
| /**
 | ||||
|  * This structure contains the state information that needs to be unique for a shader unit. The 3DS | ||||
|  |  | |||
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