dolphin/Source/Core/VideoBackends/Software/Rasterizer.cpp
Pokechu22 e04d23e086 SW/Rasterizer: Fix indirect stage using texture coordinates/maps >= 4
The masking was incorrect. This affects the main menu of The Last Avatar, though that menu also relies on copy filter functionality that is not correctly handled in the software renderer so the difference is not obvious; that game shuffles textures across all indices for some reason, so this issue would presumably result in subtle flickering.
2022-08-28 12:19:36 -07:00

521 lines
15 KiB
C++

// Copyright 2009 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/Software/Rasterizer.h"
#include <algorithm>
#include <cstring>
#include <vector>
#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<BPFunctions::ScissorRect> scissors;
void Init()
{
tev.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 SetTevReg(int reg, int comp, s16 color)
{
tev.SetRegColor(reg, comp, color);
}
static void Draw(s32 x, s32 y, s32 xi, s32 yi)
{
INCSTAT(g_stats.this_frame.rasterized_pixels);
s32 z = (s32)std::clamp<float>(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<s32>(tm1.max_lod))
lod = static_cast<s32>(tm1.max_lod);
else if (lod < static_cast<s32>(tm1.min_lod))
lod = static_cast<s32>(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;
}
}
}
u32 indref = bpmem.tevindref.hex;
for (unsigned int i = 0; i < bpmem.genMode.numindstages; i++)
{
u32 texmap = indref & 7;
indref >>= 3;
u32 texcoord = indref & 7;
indref >>= 3;
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<int>(EFB_WIDTH));
ASSERT(scissor.rect.top >= 0);
ASSERT(scissor.rect.bottom <= static_cast<int>(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