// Copyright 2009 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/Software/Rasterizer.h" #include #include #include #include "Common/Assert.h" #include "Common/CommonTypes.h" #include "VideoBackends/Software/EfbInterface.h" #include "VideoBackends/Software/NativeVertexFormat.h" #include "VideoBackends/Software/Tev.h" #include "VideoCommon/BPFunctions.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/PerfQueryBase.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" namespace Rasterizer { static constexpr int BLOCK_SIZE = 2; struct SlopeContext { SlopeContext(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2, s32 x0_, s32 y0_, s32 x_off, s32 y_off) : x0(x0_), y0(y0_) { // adjust a little less than 0.5 const float adjust = 0.495f; xOff = ((float)x0_ - (v0->screenPosition.x - x_off)) + adjust; yOff = ((float)y0_ - (v0->screenPosition.y - y_off)) + adjust; dx10 = v1->screenPosition.x - v0->screenPosition.x; dx20 = v2->screenPosition.x - v0->screenPosition.x; dy10 = v1->screenPosition.y - v0->screenPosition.y; dy20 = v2->screenPosition.y - v0->screenPosition.y; } s32 x0; s32 y0; float xOff; float yOff; float dx10; float dx20; float dy10; float dy20; }; struct Slope { Slope() = default; Slope(float f0_, float f1, float f2, const SlopeContext& ctx) : f0(f0_) { float delta_20 = f2 - f0_; float delta_10 = f1 - f0_; // x2 - x0 y1 - y0 x1 - x0 y2 - y0 float a = delta_20 * ctx.dy10 - delta_10 * ctx.dy20; float b = ctx.dx20 * delta_10 - ctx.dx10 * delta_20; float c = ctx.dx20 * ctx.dy10 - ctx.dx10 * ctx.dy20; dfdx = a / c; dfdy = b / c; x0 = ctx.x0; y0 = ctx.y0; xOff = ctx.xOff; yOff = ctx.yOff; } // These default values are used in the unlikely case that zfreeze is enabled when drawing the // first primitive. // TODO: This is just a guess! float dfdx = 0.0f; float dfdy = 0.0f; float f0 = 1.0f; // Both an s32 value and a float value are used to minimize rounding error // TODO: is this really needed? s32 x0 = 0; s32 y0 = 0; float xOff = 0.0f; float yOff = 0.0f; float GetValue(s32 x, s32 y) const { float dx = xOff + (float)(x - x0); float dy = yOff + (float)(y - y0); return f0 + (dfdx * dx) + (dfdy * dy); } }; static Slope ZSlope; static Slope WSlope; static Slope ColorSlopes[2][4]; static Slope TexSlopes[8][3]; static Tev tev; static RasterBlock rasterBlock; static std::vector scissors; void Init() { // The other slopes are set each for each primitive drawn, but zfreeze means that the z slope // needs to be set to an (untested) default value. ZSlope = Slope(); } void ScissorChanged() { scissors = std::move(BPFunctions::ComputeScissorRects().m_result); } // Returns approximation of log2(f) in s28.4 // results are close enough to use for LOD static s32 FixedLog2(float f) { u32 x; std::memcpy(&x, &f, sizeof(u32)); s32 logInt = ((x & 0x7F800000) >> 19) - 2032; // integer part s32 logFract = (x & 0x007fffff) >> 19; // approximate fractional part return logInt + logFract; } static inline int iround(float x) { int t = (int)x; if ((x - t) >= 0.5) return t + 1; return t; } void SetTevKonstColors() { tev.SetKonstColors(); } static void Draw(s32 x, s32 y, s32 xi, s32 yi) { INCSTAT(g_stats.this_frame.rasterized_pixels); s32 z = (s32)std::clamp(ZSlope.GetValue(x, y), 0.0f, 16777215.0f); if (bpmem.GetEmulatedZ() == EmulatedZ::Early) { // TODO: Test if perf regs are incremented even if test is disabled EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT_ZCOMPLOC); if (bpmem.zmode.testenable) { // early z if (!EfbInterface::ZCompare(x, y, z)) return; } EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT_ZCOMPLOC); } RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi]; tev.Position[0] = x; tev.Position[1] = y; tev.Position[2] = z; // colors for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++) { for (int comp = 0; comp < 4; comp++) { u16 color = (u16)ColorSlopes[i][comp].GetValue(x, y); // clamp color value to 0 u16 mask = ~(color >> 8); tev.Color[i][comp] = color & mask; } } // tex coords for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++) { // multiply by 128 because TEV stores UVs as s17.7 tev.Uv[i].s = (s32)(pixel.Uv[i][0] * 128); tev.Uv[i].t = (s32)(pixel.Uv[i][1] * 128); } for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++) { tev.IndirectLod[i] = rasterBlock.IndirectLod[i]; tev.IndirectLinear[i] = rasterBlock.IndirectLinear[i]; } for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++) { tev.TextureLod[i] = rasterBlock.TextureLod[i]; tev.TextureLinear[i] = rasterBlock.TextureLinear[i]; } tev.Draw(); } static inline void CalculateLOD(s32* lodp, bool* linear, u32 texmap, u32 texcoord) { auto texUnit = bpmem.tex.GetUnit(texmap); // LOD calculation requires data from the texture mode for bias, etc. // it does not seem to use the actual texture size const TexMode0& tm0 = texUnit.texMode0; const TexMode1& tm1 = texUnit.texMode1; float sDelta, tDelta; float* uv00 = rasterBlock.Pixel[0][0].Uv[texcoord]; float* uv10 = rasterBlock.Pixel[1][0].Uv[texcoord]; float* uv01 = rasterBlock.Pixel[0][1].Uv[texcoord]; float dudx = fabsf(uv00[0] - uv10[0]); float dvdx = fabsf(uv00[1] - uv10[1]); float dudy = fabsf(uv00[0] - uv01[0]); float dvdy = fabsf(uv00[1] - uv01[1]); if (tm0.diag_lod == LODType::Diagonal) { sDelta = dudx + dudy; tDelta = dvdx + dvdy; } else { sDelta = std::max(dudx, dudy); tDelta = std::max(dvdx, dvdy); } // get LOD in s28.4 s32 lod = FixedLog2(std::max(sDelta, tDelta)); // bias is s2.5 int bias = tm0.lod_bias; bias >>= 1; lod += bias; *linear = ((lod > 0 && tm0.min_filter == FilterMode::Linear) || (lod <= 0 && tm0.mag_filter == FilterMode::Linear)); // NOTE: The order of comparisons for this clamp check matters. if (lod > static_cast(tm1.max_lod)) lod = static_cast(tm1.max_lod); else if (lod < static_cast(tm1.min_lod)) lod = static_cast(tm1.min_lod); *lodp = lod; } static void BuildBlock(s32 blockX, s32 blockY) { for (s32 yi = 0; yi < BLOCK_SIZE; yi++) { for (s32 xi = 0; xi < BLOCK_SIZE; xi++) { RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi]; s32 x = xi + blockX; s32 y = yi + blockY; float invW = 1.0f / WSlope.GetValue(x, y); pixel.InvW = invW; // tex coords for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++) { float projection = invW; float q = TexSlopes[i][2].GetValue(x, y) * invW; if (q != 0.0f) projection = invW / q; pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection; pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection; } } } for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++) { u32 texmap = bpmem.tevindref.getTexMap(i); u32 texcoord = bpmem.tevindref.getTexCoord(i); CalculateLOD(&rasterBlock.IndirectLod[i], &rasterBlock.IndirectLinear[i], texmap, texcoord); } for (unsigned int i = 0; i <= bpmem.genMode.numtevstages; i++) { int stageOdd = i & 1; const TwoTevStageOrders& order = bpmem.tevorders[i >> 1]; if (order.getEnable(stageOdd)) { u32 texmap = order.getTexMap(stageOdd); u32 texcoord = order.getTexCoord(stageOdd); CalculateLOD(&rasterBlock.TextureLod[i], &rasterBlock.TextureLinear[i], texmap, texcoord); } } } void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2, s32 x_off, s32 y_off) { if (!bpmem.genMode.zfreeze) { const s32 X1 = iround(16.0f * (v0->screenPosition.x - x_off)) - 9; const s32 Y1 = iround(16.0f * (v0->screenPosition.y - y_off)) - 9; const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4, x_off, y_off); ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx); } } static void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2, const BPFunctions::ScissorRect& scissor) { // The zslope should be updated now, even if the triangle is rejected by the scissor test, as // zfreeze depends on it UpdateZSlope(v0, v1, v2, scissor.x_off, scissor.y_off); // adapted from http://devmaster.net/posts/6145/advanced-rasterization // 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output // could also take floor and adjust -8 const s32 Y1 = iround(16.0f * (v0->screenPosition.y - scissor.y_off)) - 9; const s32 Y2 = iround(16.0f * (v1->screenPosition.y - scissor.y_off)) - 9; const s32 Y3 = iround(16.0f * (v2->screenPosition.y - scissor.y_off)) - 9; const s32 X1 = iround(16.0f * (v0->screenPosition.x - scissor.x_off)) - 9; const s32 X2 = iround(16.0f * (v1->screenPosition.x - scissor.x_off)) - 9; const s32 X3 = iround(16.0f * (v2->screenPosition.x - scissor.x_off)) - 9; // Deltas const s32 DX12 = X1 - X2; const s32 DX23 = X2 - X3; const s32 DX31 = X3 - X1; const s32 DY12 = Y1 - Y2; const s32 DY23 = Y2 - Y3; const s32 DY31 = Y3 - Y1; // Fixed-pos32 deltas const s32 FDX12 = DX12 * 16; const s32 FDX23 = DX23 * 16; const s32 FDX31 = DX31 * 16; const s32 FDY12 = DY12 * 16; const s32 FDY23 = DY23 * 16; const s32 FDY31 = DY31 * 16; // Bounding rectangle s32 minx = (std::min(std::min(X1, X2), X3) + 0xF) >> 4; s32 maxx = (std::max(std::max(X1, X2), X3) + 0xF) >> 4; s32 miny = (std::min(std::min(Y1, Y2), Y3) + 0xF) >> 4; s32 maxy = (std::max(std::max(Y1, Y2), Y3) + 0xF) >> 4; // scissor ASSERT(scissor.rect.left >= 0); ASSERT(scissor.rect.right <= static_cast(EFB_WIDTH)); ASSERT(scissor.rect.top >= 0); ASSERT(scissor.rect.bottom <= static_cast(EFB_HEIGHT)); minx = std::max(minx, scissor.rect.left); maxx = std::min(maxx, scissor.rect.right); miny = std::max(miny, scissor.rect.top); maxy = std::min(maxy, scissor.rect.bottom); if (minx >= maxx || miny >= maxy) return; // Set up the remaining slopes const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4, scissor.x_off, scissor.y_off); float w[3] = {1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w, 1.0f / v2->projectedPosition.w}; WSlope = Slope(w[0], w[1], w[2], ctx); for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++) { for (int comp = 0; comp < 4; comp++) ColorSlopes[i][comp] = Slope(v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], ctx); } for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++) { for (int comp = 0; comp < 3; comp++) { TexSlopes[i][comp] = Slope(v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1], v2->texCoords[i][comp] * w[2], ctx); } } // Half-edge constants s32 C1 = DY12 * X1 - DX12 * Y1; s32 C2 = DY23 * X2 - DX23 * Y2; s32 C3 = DY31 * X3 - DX31 * Y3; // Correct for fill convention if (DY12 < 0 || (DY12 == 0 && DX12 > 0)) C1++; if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++; if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++; // Start in corner of 2x2 block s32 block_minx = minx & ~(BLOCK_SIZE - 1); s32 block_miny = miny & ~(BLOCK_SIZE - 1); // Loop through blocks for (s32 y = block_miny & ~(BLOCK_SIZE - 1); y < maxy; y += BLOCK_SIZE) { for (s32 x = block_minx; x < maxx; x += BLOCK_SIZE) { s32 x1_ = (x + BLOCK_SIZE - 1); s32 y1_ = (y + BLOCK_SIZE - 1); // Corners of block s32 x0 = x << 4; s32 x1 = x1_ << 4; s32 y0 = y << 4; s32 y1 = y1_ << 4; // Evaluate half-space functions bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0; bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0; bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0; bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0; int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3); bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0; bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0; bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0; bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0; int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3); bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0; bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0; bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0; bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0; int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3); // Skip block when outside an edge if (a == 0x0 || b == 0x0 || c == 0x0) continue; BuildBlock(x, y); // Accept whole block when totally covered // We still need to check min/max x/y because of the scissor if (a == 0xF && b == 0xF && c == 0xF && x >= minx && x1_ < maxx && y >= miny && y1_ < maxy) { for (s32 iy = 0; iy < BLOCK_SIZE; iy++) { for (s32 ix = 0; ix < BLOCK_SIZE; ix++) { Draw(x + ix, y + iy, ix, iy); } } } else // Partially covered block { s32 CY1 = C1 + DX12 * y0 - DY12 * x0; s32 CY2 = C2 + DX23 * y0 - DY23 * x0; s32 CY3 = C3 + DX31 * y0 - DY31 * x0; for (s32 iy = 0; iy < BLOCK_SIZE; iy++) { s32 CX1 = CY1; s32 CX2 = CY2; s32 CX3 = CY3; for (s32 ix = 0; ix < BLOCK_SIZE; ix++) { if (CX1 > 0 && CX2 > 0 && CX3 > 0) { // This check enforces the scissor rectangle, since it might not be aligned with the // blocks if (x + ix >= minx && x + ix < maxx && y + iy >= miny && y + iy < maxy) Draw(x + ix, y + iy, ix, iy); } CX1 -= FDY12; CX2 -= FDY23; CX3 -= FDY31; } CY1 += FDX12; CY2 += FDX23; CY3 += FDX31; } } } } } void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2) { INCSTAT(g_stats.this_frame.num_triangles_drawn); for (const auto& scissor : scissors) DrawTriangleFrontFace(v0, v1, v2, scissor); } } // namespace Rasterizer