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Merge pull request #15389 from unknownbrackets/softgpu-rect
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Draw rectangles always using a specialized path in softgpu
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hrydgard authored Feb 20, 2022
2 parents bc71a0d + ff5edb2 commit 16b8bc1
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Showing 6 changed files with 193 additions and 101 deletions.
15 changes: 15 additions & 0 deletions GPU/Software/BinManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -74,6 +74,10 @@ static inline void DrawBinItem(const BinItem &item, const RasterizerState &state
ClearRectangle(item.v0, item.v1, item.range, state);
break;

case BinItemType::RECT:
DrawRectangle(item.v0, item.v1, item.range, state);
break;

case BinItemType::SPRITE:
DrawSprite(item.v0, item.v1, item.range, state);
break;
Expand Down Expand Up @@ -316,6 +320,17 @@ void BinManager::AddClearRect(const VertexData &v0, const VertexData &v1) {
Expand(range);
}

void BinManager::AddRect(const VertexData &v0, const VertexData &v1) {
const BinCoords range = Range(v0, v1);
if (range.Invalid())
return;

if (queue_.Full())
Drain();
queue_.Push(BinItem{ BinItemType::RECT, stateIndex_, range, v0, v1 });
Expand(range);
}

void BinManager::AddSprite(const VertexData &v0, const VertexData &v1) {
const BinCoords range = Range(v0, v1);
if (range.Invalid())
Expand Down
2 changes: 2 additions & 0 deletions GPU/Software/BinManager.h
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,7 @@ class DrawBinItemsTask;
enum class BinItemType {
TRIANGLE,
CLEAR_RECT,
RECT,
SPRITE,
LINE,
POINT,
Expand Down Expand Up @@ -189,6 +190,7 @@ class BinManager {

void AddTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2);
void AddClearRect(const VertexData &v0, const VertexData &v1);
void AddRect(const VertexData &v0, const VertexData &v1);
void AddSprite(const VertexData &v0, const VertexData &v1);
void AddLine(const VertexData &v0, const VertexData &v1);
void AddPoint(const VertexData &v0);
Expand Down
117 changes: 18 additions & 99 deletions GPU/Software/Clipper.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -117,17 +117,6 @@ inline float clip_dotprod(const VertexData &vert, float A, float B, float C, flo
} \
}

static void RotateUV(const VertexData &tl, const VertexData &br, VertexData &tr, VertexData &bl) {
const int x1 = tl.screenpos.x;
const int x2 = br.screenpos.x;
const int y1 = tl.screenpos.y;
const int y2 = br.screenpos.y;

if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) {
std::swap(bl.texturecoords, tr.texturecoords);
}
}

static inline bool CheckOutsideZ(ClipCoords p, int &pos, int &neg) {
constexpr float outsideValue = 1.000030517578125f;
float z = p.z / p.w;
Expand Down Expand Up @@ -156,102 +145,32 @@ void ProcessRect(const VertexData &v0, const VertexData &v1, BinManager &binner)
else if (outsidePos >= 2 || outsideNeg >= 2)
return;

VertexData buf[4];
buf[0].clippos = ClipCoords(v0.clippos.x, v0.clippos.y, v1.clippos.z, v1.clippos.w);
buf[0].screenpos = TransformUnit::ClipToScreen(buf[0].clippos);
buf[0].texturecoords = v0.texturecoords;

buf[1].clippos = ClipCoords(v0.clippos.x, v1.clippos.y, v1.clippos.z, v1.clippos.w);
buf[1].screenpos = TransformUnit::ClipToScreen(buf[1].clippos);
buf[1].texturecoords = Vec2<float>(v0.texturecoords.x, v1.texturecoords.y);

buf[2].clippos = ClipCoords(v1.clippos.x, v0.clippos.y, v1.clippos.z, v1.clippos.w);
buf[2].screenpos = TransformUnit::ClipToScreen(buf[2].clippos);
buf[2].texturecoords = Vec2<float>(v1.texturecoords.x, v0.texturecoords.y);

buf[3] = v1;

// Color and depth values of second vertex are used for the whole rectangle
buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1;
buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth;

VertexData* topleft = &buf[0];
VertexData* topright = &buf[1];
VertexData* bottomleft = &buf[2];
VertexData* bottomright = &buf[3];

for (int i = 0; i < 4; ++i) {
if (buf[i].clippos.x < topleft->clippos.x && buf[i].clippos.y < topleft->clippos.y)
topleft = &buf[i];
if (buf[i].clippos.x > topright->clippos.x && buf[i].clippos.y < topright->clippos.y)
topright = &buf[i];
if (buf[i].clippos.x < bottomleft->clippos.x && buf[i].clippos.y > bottomleft->clippos.y)
bottomleft = &buf[i];
if (buf[i].clippos.x > bottomright->clippos.x && buf[i].clippos.y > bottomright->clippos.y)
bottomright = &buf[i];
}
if (v0.fogdepth != v1.fogdepth) {
// Rectangles seem to always use nearest along X for fog depth, but reversed.
// TODO: Check exactness of middle.
VertexData vhalf0 = v1;
vhalf0.screenpos.x = v0.screenpos.x + (v1.screenpos.x - v0.screenpos.x) / 2;

RotateUV(*topleft, *bottomright, *topright, *bottomleft);
VertexData vhalf1 = v1;
vhalf1.screenpos.x = v0.screenpos.x + (v1.screenpos.x - v0.screenpos.x) / 2;
vhalf1.screenpos.y = v0.screenpos.y;

// Four triangles to do backfaces as well. Two of them will get backface culled.
// We already clipped, so we don't need additional processing.
binner.AddTriangle(*topleft, *topright, *bottomright);
binner.AddTriangle(*bottomright, *topright, *topleft);
binner.AddTriangle(*bottomright, *bottomleft, *topleft);
binner.AddTriangle(*topleft, *bottomleft, *bottomright);
VertexData vrev1 = v1;
vrev1.fogdepth = v0.fogdepth;

binner.AddRect(v0, vhalf0);
binner.AddRect(vhalf1, vrev1);
} else {
binner.AddRect(v0, v1);
}
} else {
// through mode handling

if (Rasterizer::RectangleFastPath(v0, v1, binner)) {
return;
}

VertexData buf[4];
buf[0].screenpos = ScreenCoords(v0.screenpos.x, v0.screenpos.y, v1.screenpos.z);
buf[0].texturecoords = v0.texturecoords;

buf[1].screenpos = ScreenCoords(v0.screenpos.x, v1.screenpos.y, v1.screenpos.z);
buf[1].texturecoords = Vec2<float>(v0.texturecoords.x, v1.texturecoords.y);

buf[2].screenpos = ScreenCoords(v1.screenpos.x, v0.screenpos.y, v1.screenpos.z);
buf[2].texturecoords = Vec2<float>(v1.texturecoords.x, v0.texturecoords.y);

buf[3] = v1;

// Color and depth values of second vertex are used for the whole rectangle
buf[0].color0 = buf[1].color0 = buf[2].color0 = buf[3].color0;
buf[0].color1 = buf[1].color1 = buf[2].color1 = buf[3].color1; // is color1 ever used in through mode?
buf[0].clippos.w = buf[1].clippos.w = buf[2].clippos.w = buf[3].clippos.w = 1.0f;
buf[0].fogdepth = buf[1].fogdepth = buf[2].fogdepth = buf[3].fogdepth = 1.0f;

VertexData* topleft = &buf[0];
VertexData* topright = &buf[1];
VertexData* bottomleft = &buf[2];
VertexData* bottomright = &buf[3];

// DrawTriangle always culls, so sort out the drawing order.
for (int i = 0; i < 4; ++i) {
if (buf[i].screenpos.x < topleft->screenpos.x && buf[i].screenpos.y < topleft->screenpos.y)
topleft = &buf[i];
if (buf[i].screenpos.x > topright->screenpos.x && buf[i].screenpos.y < topright->screenpos.y)
topright = &buf[i];
if (buf[i].screenpos.x < bottomleft->screenpos.x && buf[i].screenpos.y > bottomleft->screenpos.y)
bottomleft = &buf[i];
if (buf[i].screenpos.x > bottomright->screenpos.x && buf[i].screenpos.y > bottomright->screenpos.y)
bottomright = &buf[i];
}

RotateUV(v0, v1, *topright, *bottomleft);

if (gstate.isModeClear() && !gstate.isDitherEnabled()) {
} else if (gstate.isModeClear() && !gstate.isDitherEnabled()) {
binner.AddClearRect(v0, v1);
} else {
// Four triangles to do backfaces as well. Two of them will get backface culled.
binner.AddTriangle(*topleft, *topright, *bottomleft);
binner.AddTriangle(*bottomleft, *topright, *topleft);
binner.AddTriangle(*topright, *bottomright, *bottomleft);
binner.AddTriangle(*bottomleft, *bottomright, *topright);
binner.AddRect(v0, v1);
}
}
}
Expand Down
155 changes: 155 additions & 0 deletions GPU/Software/Rasterizer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -888,6 +888,161 @@ void DrawTriangle(const VertexData &v0, const VertexData &v1, const VertexData &
drawSlice(v0, v1, v2, range.x1, range.y1, range.x2, range.y2, state);
}

void DrawRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state) {
int entireX1 = std::min(v0.screenpos.x, v1.screenpos.x);
int entireY1 = std::min(v0.screenpos.y, v1.screenpos.y);
int entireX2 = std::max(v0.screenpos.x, v1.screenpos.x) - 1;
int entireY2 = std::max(v0.screenpos.y, v1.screenpos.y) - 1;
int minX = std::max(entireX1, range.x1) | (SCREEN_SCALE_FACTOR / 2 - 1);
int minY = std::max(entireY1, range.y1) | (SCREEN_SCALE_FACTOR / 2 - 1);
int maxX = std::min(entireX2, range.x2);
int maxY = std::min(entireY2, range.y2);

Vec2f rowST(0.0f, 0.0f);
// Note: this is double the x or y movement.
Vec2f stx(0.0f, 0.0f);
Vec2f sty(0.0f, 0.0f);
if (state.enableTextures) {
Vec2f tc0 = v0.texturecoords;
Vec2f tc1 = v1.texturecoords;
if (state.throughMode) {
// For levels > 0, mipmapping is always based on level 0. Simpler to scale first.
tc0.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift);
tc1.s() *= 1.0f / (float)(1 << state.samplerID.width0Shift);
tc0.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift);
tc1.t() *= 1.0f / (float)(1 << state.samplerID.height0Shift);
}

int diffX = (entireX2 - entireX1 + 1) / SCREEN_SCALE_FACTOR;
int diffY = (entireY2 - entireY1 + 1) / SCREEN_SCALE_FACTOR;
float diffS = tc1.s() - tc0.s();
float diffT = tc1.t() - tc0.t();

if (v0.screenpos.x < v1.screenpos.x) {
if (v0.screenpos.y < v1.screenpos.y) {
// Okay, simple, TL -> BR. S and T move toward v1 with X and Y.
rowST = tc0;
stx = Vec2f(2.0f * diffS / diffX, 0.0f);
sty = Vec2f(0.0f, 2.0f * diffT / diffY);
} else {
// BL to TR, rotated. We start at TL still.
// X moves T (not S) toward v1, and Y moves S away from v1.
rowST = Vec2f(tc1.s(), tc0.t());
stx = Vec2f(0.0f, 2.0f * diffT / diffX);
sty = Vec2f(2.0f * -diffS / diffY, 0.0f);
}
} else {
if (v0.screenpos.y < v1.screenpos.y) {
// TR to BL. Like BL to TR, rotated.
// X moves T (not s) away from v1, and Y moves S toward v1.
rowST = Vec2f(tc0.s(), tc1.t());
stx = Vec2f(0.0f, 2.0f * -diffT / diffX);
sty = Vec2f(2.0f * diffS / diffY, 0.0f);
} else {
// BR to TL, just inverse of TL to BR.
rowST = Vec2f(tc1.s(), tc1.t());
stx = Vec2f(2.0f * -diffS / diffX, 0.0f);
sty = Vec2f(0.0f, 2.0f * -diffT / diffY);
}
}

// Okay, now move ST to the minX, minY position.
rowST += (stx / (float)(SCREEN_SCALE_FACTOR * 2)) * (minX - entireX1);
rowST += (sty / (float)(SCREEN_SCALE_FACTOR * 2)) * (minY - entireY1);
}

// And now what we add to spread out to 4 values.
const Vec4f sto4(0.0f, 0.5f * stx.s(), 0.5f * sty.s(), 0.5f * stx.s() + 0.5f * sty.s());
const Vec4f tto4(0.0f, 0.5f * stx.t(), 0.5f * sty.t(), 0.5f * stx.t() + 0.5f * sty.t());

ScreenCoords pprime(minX, minY, 0);
Vec4<int> fog = Vec4<int>::AssignToAll(ClampFogDepth(v1.fogdepth));
Vec4<int> z = Vec4<int>::AssignToAll(v1.screenpos.z);
Vec3<int> sec_color = v1.color1;

#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
uint32_t bpp = state.pixelID.FBFormat() == GE_FORMAT_8888 ? 4 : 2;
std::string tag = StringFromFormat("DisplayListR_%08x", state.listPC);
std::string ztag = StringFromFormat("DisplayListRZ_%08x", state.listPC);
#endif

for (int64_t curY = minY; curY <= maxY; curY += SCREEN_SCALE_FACTOR * 2, rowST += sty) {
DrawingCoords p = TransformUnit::ScreenToDrawing(range.x1, curY);

int scissorY2 = curY + SCREEN_SCALE_FACTOR > maxY ? -1 : 0;
Vec4<int> scissor_mask = Vec4<int>(0, maxX - minX - SCREEN_SCALE_FACTOR, scissorY2, (maxX - minX - SCREEN_SCALE_FACTOR) | scissorY2);
Vec4<int> scissor_step = Vec4<int>(0, -(SCREEN_SCALE_FACTOR * 2), 0, -(SCREEN_SCALE_FACTOR * 2));
Vec2f st = rowST;

for (int64_t curX = minX; curX <= maxX; curX += SCREEN_SCALE_FACTOR * 2,
st += stx,
scissor_mask += scissor_step,
p.x = (p.x + 2) & 0x3FF) {
Vec4<int> mask = scissor_mask;

Vec4<int> prim_color[4];
for (int i = 0; i < 4; ++i) {
prim_color[i] = v1.color0;
}

if (state.enableTextures) {
Vec4<float> s, t;
s = Vec4<float>::AssignToAll(st.s()) + sto4;
t = Vec4<float>::AssignToAll(st.t()) + tto4;

ApplyTexturing(state, prim_color, mask, s, t, curX, curY);
}

if (!state.pixelID.clearMode) {
for (int i = 0; i < 4; ++i) {
#if defined(_M_SSE)
// TODO: Tried making Vec4 do this, but things got slower.
const __m128i sec = _mm_and_si128(sec_color.ivec, _mm_set_epi32(0, -1, -1, -1));
prim_color[i].ivec = _mm_add_epi32(prim_color[i].ivec, sec);
#else
prim_color[i] += Vec4<int>(sec_color, 0);
#endif
}
}

PROFILE_THIS_SCOPE("draw_rect_px");
DrawingCoords subp = p;
for (int i = 0; i < 4; ++i) {
if (mask[i] < 0) {
continue;
}
subp.x = p.x + (i & 1);
subp.y = p.y + (i / 2);

state.drawPixel(subp.x, subp.y, z[i], fog[i], ToVec4IntArg(prim_color[i]), state.pixelID);

#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED)
uint32_t row = gstate.getFrameBufAddress() + subp.y * state.pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * bpp, bpp, tag.c_str(), tag.size());
if (state.pixelID.depthWrite) {
row = gstate.getDepthBufAddress() + subp.y * state.pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + subp.x * 2, 2, ztag.c_str(), ztag.size());
}
#endif
}
}
}

#if !defined(SOFTGPU_MEMORY_TAGGING_DETAILED) && defined(SOFTGPU_MEMORY_TAGGING_BASIC)
for (int y = minY; y <= maxY; y += SCREEN_SCALE_FACTOR) {
DrawingCoords p = TransformUnit::ScreenToDrawing(minX, y, state.screenOffsetX, state.screenOffsetY);
DrawingCoords pend = TransformUnit::ScreenToDrawing(maxX, y, state.screenOffsetX, state.screenOffsetY);
uint32_t row = gstate.getFrameBufAddress() + p.y * state.pixelID.cached.framebufStride * bpp;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * bpp, (pend.x - p.x) * bpp, tag.c_str(), tag.size());

if (state.pixelID.depthWrite) {
row = gstate.getDepthBufAddress() + p.y * state.pixelID.cached.depthbufStride * 2;
NotifyMemInfo(MemBlockFlags::WRITE, row + p.x * 2, (pend.x - p.x) * 2, ztag.c_str(), ztag.size());
}
}
#endif
}

void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerState &state) {
ScreenCoords pos = v0.screenpos;
Vec4<int> prim_color = v0.color0;
Expand Down
1 change: 1 addition & 0 deletions GPU/Software/Rasterizer.h
Original file line number Diff line number Diff line change
Expand Up @@ -71,6 +71,7 @@ void ComputeRasterizerState(RasterizerState *state);

// Draws a triangle if its vertices are specified in counter-clockwise order
void DrawTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2, const BinCoords &range, const RasterizerState &state);
void DrawRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state);
void DrawPoint(const VertexData &v0, const BinCoords &range, const RasterizerState &state);
void DrawLine(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state);
void ClearRectangle(const VertexData &v0, const VertexData &v1, const BinCoords &range, const RasterizerState &state);
Expand Down
4 changes: 2 additions & 2 deletions GPU/Software/SamplerX86.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2626,7 +2626,7 @@ bool SamplerJitCache::Jit_GetTexelCoords(const SamplerID &id) {
CVTTPS2DQ(sReg, R(sReg));
regCache_.Release(sizesReg, RegCache::VEC_TEMP0);

PSRLD(sReg, 8);
PSRAD(sReg, 8);

// Reuse tempXYReg for the level1 values.
if (!cpu_info.bSSE4_1)
Expand Down Expand Up @@ -2685,7 +2685,7 @@ bool SamplerJitCache::Jit_GetTexelCoords(const SamplerID &id) {
MULPS(sReg, M(constWidthHeight256f_));
CVTTPS2DQ(sReg, R(sReg));
// Great, shift out the fraction.
PSRLD(sReg, 8);
PSRAD(sReg, 8);

// Square textures are kinda common.
bool clampApplied = false;
Expand Down

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