renderer_software: Multi-thread processing (#6698)
* renderer_software: Multi-thread processing * Doubles the performance in most cases * renderer_software: Move memory access out of the raster loop * Profiling shows this has a significant impact
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@ -41,10 +41,22 @@ Framebuffer::Framebuffer(Memory::MemorySystem& memory_, const Pica::FramebufferR
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Framebuffer::~Framebuffer() = default;
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void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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void Framebuffer::Bind() {
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PAddr addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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if (color_addr != addr) [[unlikely]] {
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color_addr = addr;
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color_buffer = memory.GetPhysicalPointer(color_addr);
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}
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addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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if (depth_addr != addr) [[unlikely]] {
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depth_addr = addr;
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depth_buffer = memory.GetPhysicalPointer(depth_addr);
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}
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}
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void Framebuffer::DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const {
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const auto& framebuffer = regs.framebuffer;
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// Similarly to textures, the render framebuffer is laid out from bottom to top, too.
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// NOTE: The framebuffer height register contains the actual FB height minus one.
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y = framebuffer.height - y;
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@ -54,8 +66,7 @@ void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const {
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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u8* depth_buffer = memory.GetPhysicalPointer(addr);
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u8* dst_pixel = depth_buffer + dst_offset;
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u8* dst_pixel = color_buffer + dst_offset;
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switch (framebuffer.color_format) {
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case FramebufferRegs::ColorFormat::RGBA8:
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@ -80,10 +91,8 @@ void Framebuffer::DrawPixel(int x, int y, const Common::Vec4<u8>& color) const {
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}
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}
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const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const {
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const Common::Vec4<u8> Framebuffer::GetPixel(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -91,7 +100,6 @@ const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const {
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GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(framebuffer.color_format.Value()));
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) +
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coarse_y * framebuffer.width * bytes_per_pixel;
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const u8* color_buffer = memory.GetPhysicalPointer(addr);
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const u8* src_pixel = color_buffer + src_offset;
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switch (framebuffer.color_format) {
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@ -114,10 +122,8 @@ const Common::Vec4<u8> Framebuffer::GetPixel(int x, int y) const {
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return {0, 0, 0, 0};
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}
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u32 Framebuffer::GetDepth(int x, int y) const {
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u32 Framebuffer::GetDepth(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -125,7 +131,6 @@ u32 Framebuffer::GetDepth(int x, int y) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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const u8* depth_buffer = memory.GetPhysicalPointer(addr);
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const u8* src_pixel = depth_buffer + src_offset;
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switch (framebuffer.depth_format) {
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@ -143,10 +148,8 @@ u32 Framebuffer::GetDepth(int x, int y) const {
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}
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}
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u8 Framebuffer::GetStencil(int x, int y) const {
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u8 Framebuffer::GetStencil(u32 x, u32 y) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -154,7 +157,6 @@ u8 Framebuffer::GetStencil(int x, int y) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 src_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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const u8* depth_buffer = memory.GetPhysicalPointer(addr);
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const u8* src_pixel = depth_buffer + src_offset;
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switch (framebuffer.depth_format) {
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@ -169,10 +171,8 @@ u8 Framebuffer::GetStencil(int x, int y) const {
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}
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}
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void Framebuffer::SetDepth(int x, int y, u32 value) const {
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void Framebuffer::SetDepth(u32 x, u32 y, u32 value) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -180,7 +180,6 @@ void Framebuffer::SetDepth(int x, int y, u32 value) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* depth_buffer = memory.GetPhysicalPointer(addr);
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u8* dst_pixel = depth_buffer + dst_offset;
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switch (framebuffer.depth_format) {
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@ -201,10 +200,8 @@ void Framebuffer::SetDepth(int x, int y, u32 value) const {
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}
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}
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void Framebuffer::SetStencil(int x, int y, u8 value) const {
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void Framebuffer::SetStencil(u32 x, u32 y, u8 value) const {
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const auto& framebuffer = regs.framebuffer;
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const PAddr addr = framebuffer.GetDepthBufferPhysicalAddress();
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y = framebuffer.height - y;
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const u32 coarse_y = y & ~7;
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@ -212,7 +209,6 @@ void Framebuffer::SetStencil(int x, int y, u8 value) const {
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const u32 stride = framebuffer.width * bytes_per_pixel;
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const u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * stride;
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u8* depth_buffer = memory.GetPhysicalPointer(addr);
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u8* dst_pixel = depth_buffer + dst_offset;
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switch (framebuffer.depth_format) {
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@ -231,7 +227,7 @@ void Framebuffer::SetStencil(int x, int y, u8 value) const {
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}
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}
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void Framebuffer::DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) const {
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void Framebuffer::DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const {
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const auto& framebuffer = regs.framebuffer;
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const auto& shadow = regs.shadow;
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const PAddr addr = framebuffer.GetColorBufferPhysicalAddress();
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@ -23,30 +23,37 @@ public:
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explicit Framebuffer(Memory::MemorySystem& memory, const Pica::FramebufferRegs& framebuffer);
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~Framebuffer();
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/// Updates the framebuffer addresses from the PICA registers.
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void Bind();
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/// Draws a pixel at the specified coordinates.
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void DrawPixel(int x, int y, const Common::Vec4<u8>& color) const;
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void DrawPixel(u32 x, u32 y, const Common::Vec4<u8>& color) const;
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/// Returns the current color at the specified coordinates.
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[[nodiscard]] const Common::Vec4<u8> GetPixel(int x, int y) const;
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[[nodiscard]] const Common::Vec4<u8> GetPixel(u32 x, u32 y) const;
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/// Returns the depth value at the specified coordinates.
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[[nodiscard]] u32 GetDepth(int x, int y) const;
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[[nodiscard]] u32 GetDepth(u32 x, u32 y) const;
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/// Returns the stencil value at the specified coordinates.
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[[nodiscard]] u8 GetStencil(int x, int y) const;
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[[nodiscard]] u8 GetStencil(u32 x, u32 y) const;
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/// Stores the provided depth value at the specified coordinates.
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void SetDepth(int x, int y, u32 value) const;
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void SetDepth(u32 x, u32 y, u32 value) const;
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/// Stores the provided stencil value at the specified coordinates.
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void SetStencil(int x, int y, u8 value) const;
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void SetStencil(u32 x, u32 y, u8 value) const;
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/// Draws a pixel to the shadow buffer.
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void DrawShadowMapPixel(int x, int y, u32 depth, u8 stencil) const;
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void DrawShadowMapPixel(u32 x, u32 y, u32 depth, u8 stencil) const;
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private:
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Memory::MemorySystem& memory;
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const Pica::FramebufferRegs& regs;
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PAddr color_addr;
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u8* color_buffer{};
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PAddr depth_addr;
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u8* depth_buffer{};
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};
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u8 PerformStencilAction(Pica::FramebufferRegs::StencilAction action, u8 old_stencil, u8 ref);
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@ -96,7 +96,9 @@ private:
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} // Anonymous namespace
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RasterizerSoftware::RasterizerSoftware(Memory::MemorySystem& memory_)
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: memory{memory_}, state{Pica::g_state}, regs{state.regs}, fb{memory, regs.framebuffer} {}
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: memory{memory_}, state{Pica::g_state}, regs{state.regs},
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num_sw_threads{std::max(std::thread::hardware_concurrency(), 2U)},
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sw_workers{num_sw_threads, "SwRenderer workers"}, fb{memory, regs.framebuffer} {}
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void RasterizerSoftware::AddTriangle(const Pica::Shader::OutputVertex& v0,
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const Pica::Shader::OutputVertex& v1,
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@ -289,15 +291,18 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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const auto w_inverse = Common::MakeVec(v0.pos.w, v1.pos.w, v2.pos.w);
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auto textures = regs.texturing.GetTextures();
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const auto textures = regs.texturing.GetTextures();
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const auto tev_stages = regs.texturing.GetTevStages();
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fb.Bind();
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// Enter rasterization loop, starting at the center of the topleft bounding box corner.
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// TODO: Not sure if looping through x first might be faster
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for (u16 y = min_y + 8; y < max_y; y += 0x10) {
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const auto process_scanline = [&, y] {
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for (u16 x = min_x + 8; x < max_x; x += 0x10) {
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// Do not process the pixel if it's inside the scissor box and the scissor mode is set
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// to Exclude.
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// Do not process the pixel if it's inside the scissor box and the scissor mode is
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// set to Exclude.
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if (regs.rasterizer.scissor_test.mode == RasterizerRegs::ScissorMode::Exclude) {
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if (x >= scissor_x1 && x < scissor_x2 && y >= scissor_y1 && y < scissor_y2) {
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continue;
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@ -360,11 +365,13 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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* one_over_w = (( 1/v0.pos.w)*w0 + ( 1/v1.pos.w)*w1)/(w0+w1)
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* u = u_over_w / one_over_w
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*
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* The generalization to three vertices is straightforward in baricentric coordinates.
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* The generalization to three vertices is straightforward in baricentric
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*coordinates.
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**/
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const auto get_interpolated_attribute = [&](f24 attr0, f24 attr1, f24 attr2) {
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auto attr_over_w = Common::MakeVec(attr0, attr1, attr2);
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f24 interpolated_attr_over_w = Common::Dot(attr_over_w, baricentric_coordinates);
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f24 interpolated_attr_over_w =
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Common::Dot(attr_over_w, baricentric_coordinates);
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return interpolated_attr_over_w * interpolated_w_inverse;
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};
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@ -405,9 +412,12 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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if (!regs.lighting.disable) {
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const auto normquat =
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Common::Quaternion<f32>{
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{get_interpolated_attribute(v0.quat.x, v1.quat.x, v2.quat.x).ToFloat32(),
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get_interpolated_attribute(v0.quat.y, v1.quat.y, v2.quat.y).ToFloat32(),
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get_interpolated_attribute(v0.quat.z, v1.quat.z, v2.quat.z).ToFloat32()},
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{get_interpolated_attribute(v0.quat.x, v1.quat.x, v2.quat.x)
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.ToFloat32(),
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get_interpolated_attribute(v0.quat.y, v1.quat.y, v2.quat.y)
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.ToFloat32(),
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get_interpolated_attribute(v0.quat.z, v1.quat.z, v2.quat.z)
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.ToFloat32()},
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get_interpolated_attribute(v0.quat.w, v1.quat.w, v2.quat.w).ToFloat32(),
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}
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.Normalized();
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@ -417,20 +427,22 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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get_interpolated_attribute(v0.view.y, v1.view.y, v2.view.y).ToFloat32(),
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get_interpolated_attribute(v0.view.z, v1.view.z, v2.view.z).ToFloat32(),
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};
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std::tie(primary_fragment_color, secondary_fragment_color) = ComputeFragmentsColors(
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regs.lighting, state.lighting, normquat, view, texture_color);
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std::tie(primary_fragment_color, secondary_fragment_color) =
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ComputeFragmentsColors(regs.lighting, state.lighting, normquat, view,
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texture_color);
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}
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// Write the TEV stages.
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auto combiner_output = WriteTevConfig(texture_color, tev_stages, primary_color,
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primary_fragment_color, secondary_fragment_color);
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auto combiner_output =
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WriteTevConfig(texture_color, tev_stages, primary_color, primary_fragment_color,
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secondary_fragment_color);
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const auto& output_merger = regs.framebuffer.output_merger;
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if (output_merger.fragment_operation_mode ==
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FramebufferRegs::FragmentOperationMode::Shadow) {
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u32 depth_int = static_cast<u32>(depth * 0xFFFFFF);
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const u32 depth_int = static_cast<u32>(depth * 0xFFFFFF);
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// Use green color as the shadow intensity
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u8 stencil = combiner_output.y;
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const u8 stencil = combiner_output.y;
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fb.DrawShadowMapPixel(x >> 4, y >> 4, depth_int, stencil);
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// Skip the normal output merger pipeline if it is in shadow mode
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continue;
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@ -440,7 +452,7 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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if (!DoAlphaTest(combiner_output.a())) {
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continue;
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}
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WriteFog(combiner_output, depth);
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WriteFog(depth, combiner_output);
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if (!DoDepthStencilTest(x, y, depth)) {
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continue;
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}
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@ -449,7 +461,10 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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fb.DrawPixel(x >> 4, y >> 4, result);
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}
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}
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};
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sw_workers.QueueWork(std::move(process_scanline));
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}
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sw_workers.WaitForRequests();
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}
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std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor(
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@ -573,7 +588,7 @@ std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor(
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}
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Common::Vec4<u8> RasterizerSoftware::PixelColor(u16 x, u16 y,
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Common::Vec4<u8>& combiner_output) const {
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Common::Vec4<u8> combiner_output) const {
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const auto dest = fb.GetPixel(x >> 4, y >> 4);
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Common::Vec4<u8> blend_output = combiner_output;
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@ -771,7 +786,7 @@ Common::Vec4<u8> RasterizerSoftware::WriteTevConfig(
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return combiner_output;
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}
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void RasterizerSoftware::WriteFog(Common::Vec4<u8>& combiner_output, float depth) const {
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void RasterizerSoftware::WriteFog(float depth, Common::Vec4<u8>& combiner_output) const {
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/**
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* Apply fog combiner. Not fully accurate. We'd have to know what data type is used to
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* store the depth etc. Using float for now until we know more about Pica datatypes.
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@ -5,7 +5,7 @@
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#pragma once
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#include <span>
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#include "common/thread_worker.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/regs_texturing.h"
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#include "video_core/renderer_software/sw_clipper.h"
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@ -52,7 +52,7 @@ private:
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std::span<const Pica::TexturingRegs::FullTextureConfig, 3> textures, f24 tc0_w) const;
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/// Returns the final pixel color with blending or logic ops applied.
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Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8>& combiner_output) const;
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Common::Vec4<u8> PixelColor(u16 x, u16 y, Common::Vec4<u8> combiner_output) const;
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/// Emulates the TEV configuration and returns the combiner output.
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Common::Vec4<u8> WriteTevConfig(
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@ -62,7 +62,7 @@ private:
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Common::Vec4<u8> secondary_fragment_color);
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/// Blends fog to the combiner output if enabled.
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void WriteFog(Common::Vec4<u8>& combiner_output, float depth) const;
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void WriteFog(float depth, Common::Vec4<u8>& combiner_output) const;
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/// Performs the alpha test. Returns false if the test failed.
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bool DoAlphaTest(u8 alpha) const;
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@ -74,6 +74,8 @@ private:
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Memory::MemorySystem& memory;
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Pica::State& state;
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const Pica::Regs& regs;
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size_t num_sw_threads;
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Common::ThreadWorker sw_workers;
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Framebuffer fb;
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};
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