renderer_software: Move memory access out of the raster loop
* Profiling shows this has a significant impact
This commit is contained in:
parent
531d280461
commit
8012b28b92
3 changed files with 39 additions and 34 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);
|
||||||
|
|
|
@ -295,9 +295,11 @@ 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) {
|
||||||
|
|
Loading…
Reference in a new issue