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renderer_software: Move memory access out of the raster loop
* Profiling shows this has a significant impact
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531d280461
commit
8012b28b92
@ -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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@ -295,9 +295,11 @@ 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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