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renderer_software: Multi-thread processing
* Doubles the performance in most cases
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d702915624
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@ -95,8 +95,14 @@ private:
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} // Anonymous namespace
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// Kirby Blowout Blast relies on the combiner output of a previous draw
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// in order to render the sky correctly.
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static thread_local Common::Vec4<u8> combiner_output{};
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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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@ -295,9 +301,10 @@ void RasterizerSoftware::ProcessTriangle(const Vertex& v0, const Vertex& v1, con
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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 +367,13 @@ 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 +414,12 @@ 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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@ -417,8 +429,9 @@ 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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@ -440,16 +453,19 @@ 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);
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if (!DoDepthStencilTest(x, y, depth)) {
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continue;
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}
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const auto result = PixelColor(x, y, combiner_output);
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const auto result = PixelColor(x, y);
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if (regs.framebuffer.framebuffer.allow_color_write != 0) {
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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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@ -572,8 +588,7 @@ std::array<Common::Vec4<u8>, 4> RasterizerSoftware::TextureColor(
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return texture_color;
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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> RasterizerSoftware::PixelColor(u16 x, u16 y) 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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@ -768,7 +783,7 @@ void RasterizerSoftware::WriteTevConfig(
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}
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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) 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) const;
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/// Emulates the TEV configuration and returns the combiner output.
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void WriteTevConfig(std::span<const Common::Vec4<u8>, 4> texture_color,
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@ -61,7 +61,7 @@ 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) 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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@ -73,10 +73,9 @@ 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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// Kirby Blowout Blast relies on the combiner output of a previous draw
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// in order to render the sky correctly.
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Common::Vec4<u8> combiner_output{};
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};
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} // namespace SwRenderer
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