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