mirror of
https://github.com/citra-emu/citra.git
synced 2024-12-20 22:40:08 +00:00
VideoCore: Extract swrast-specific data from OutputVertex
This commit is contained in:
parent
8ed9f9d49f
commit
dcdffabfe6
src/video_core
@ -18,6 +18,8 @@
|
||||
#include "video_core/rasterizer.h"
|
||||
#include "video_core/shader/shader.h"
|
||||
|
||||
using Pica::Rasterizer::Vertex;
|
||||
|
||||
namespace Pica {
|
||||
|
||||
namespace Clipper {
|
||||
@ -29,20 +31,20 @@ public:
|
||||
float24::FromFloat32(0), float24::FromFloat32(0)))
|
||||
: coeffs(coeffs), bias(bias) {}
|
||||
|
||||
bool IsInside(const OutputVertex& vertex) const {
|
||||
bool IsInside(const Vertex& vertex) const {
|
||||
return Math::Dot(vertex.pos + bias, coeffs) <= float24::FromFloat32(0);
|
||||
}
|
||||
|
||||
bool IsOutSide(const OutputVertex& vertex) const {
|
||||
bool IsOutSide(const Vertex& vertex) const {
|
||||
return !IsInside(vertex);
|
||||
}
|
||||
|
||||
OutputVertex GetIntersection(const OutputVertex& v0, const OutputVertex& v1) const {
|
||||
Vertex GetIntersection(const Vertex& v0, const Vertex& v1) const {
|
||||
float24 dp = Math::Dot(v0.pos + bias, coeffs);
|
||||
float24 dp_prev = Math::Dot(v1.pos + bias, coeffs);
|
||||
float24 factor = dp_prev / (dp_prev - dp);
|
||||
|
||||
return OutputVertex::Lerp(factor, v0, v1);
|
||||
return Vertex::Lerp(factor, v0, v1);
|
||||
}
|
||||
|
||||
private:
|
||||
@ -51,7 +53,7 @@ private:
|
||||
Math::Vec4<float24> bias;
|
||||
};
|
||||
|
||||
static void InitScreenCoordinates(OutputVertex& vtx) {
|
||||
static void InitScreenCoordinates(Vertex& vtx) {
|
||||
struct {
|
||||
float24 halfsize_x;
|
||||
float24 offset_x;
|
||||
@ -91,8 +93,8 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
|
||||
// introduces at most 1 new vertex to the polygon. Since we start with a triangle and have a
|
||||
// fixed 6 clipping planes, the maximum number of vertices of the clipped polygon is 3 + 6 = 9.
|
||||
static const size_t MAX_VERTICES = 9;
|
||||
static_vector<OutputVertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
|
||||
static_vector<OutputVertex, MAX_VERTICES> buffer_b;
|
||||
static_vector<Vertex, MAX_VERTICES> buffer_a = {v0, v1, v2};
|
||||
static_vector<Vertex, MAX_VERTICES> buffer_b;
|
||||
auto* output_list = &buffer_a;
|
||||
auto* input_list = &buffer_b;
|
||||
|
||||
@ -123,7 +125,7 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
|
||||
std::swap(input_list, output_list);
|
||||
output_list->clear();
|
||||
|
||||
const OutputVertex* reference_vertex = &input_list->back();
|
||||
const Vertex* reference_vertex = &input_list->back();
|
||||
|
||||
for (const auto& vertex : *input_list) {
|
||||
// NOTE: This algorithm changes vertex order in some cases!
|
||||
@ -148,9 +150,9 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
|
||||
InitScreenCoordinates((*output_list)[1]);
|
||||
|
||||
for (size_t i = 0; i < output_list->size() - 2; i++) {
|
||||
OutputVertex& vtx0 = (*output_list)[0];
|
||||
OutputVertex& vtx1 = (*output_list)[i + 1];
|
||||
OutputVertex& vtx2 = (*output_list)[i + 2];
|
||||
Vertex& vtx0 = (*output_list)[0];
|
||||
Vertex& vtx1 = (*output_list)[i + 1];
|
||||
Vertex& vtx2 = (*output_list)[i + 2];
|
||||
|
||||
InitScreenCoordinates(vtx2);
|
||||
|
||||
|
@ -307,8 +307,8 @@ MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 24
|
||||
* Helper function for ProcessTriangle with the "reversed" flag to allow for implementing
|
||||
* culling via recursion.
|
||||
*/
|
||||
static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1,
|
||||
const Shader::OutputVertex& v2, bool reversed = false) {
|
||||
static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Vertex& v2,
|
||||
bool reversed = false) {
|
||||
const auto& regs = g_state.regs;
|
||||
MICROPROFILE_SCOPE(GPU_Rasterization);
|
||||
|
||||
@ -1276,8 +1276,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1,
|
||||
const Shader::OutputVertex& v2) {
|
||||
void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) {
|
||||
ProcessTriangleInternal(v0, v1, v2);
|
||||
}
|
||||
|
||||
|
@ -4,16 +4,44 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace Pica {
|
||||
#include "video_core/shader/shader.h"
|
||||
|
||||
namespace Shader {
|
||||
struct OutputVertex;
|
||||
}
|
||||
namespace Pica {
|
||||
|
||||
namespace Rasterizer {
|
||||
|
||||
void ProcessTriangle(const Shader::OutputVertex& v0, const Shader::OutputVertex& v1,
|
||||
const Shader::OutputVertex& v2);
|
||||
struct Vertex : Shader::OutputVertex {
|
||||
Vertex(const OutputVertex& v) : OutputVertex(v) {}
|
||||
|
||||
// Attributes used to store intermediate results
|
||||
// position after perspective divide
|
||||
Math::Vec3<float24> screenpos;
|
||||
|
||||
// Linear interpolation
|
||||
// factor: 0=this, 1=vtx
|
||||
void Lerp(float24 factor, const Vertex& vtx) {
|
||||
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
|
||||
|
||||
// TODO: Should perform perspective correct interpolation here...
|
||||
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
|
||||
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
|
||||
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
|
||||
|
||||
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
|
||||
|
||||
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
|
||||
}
|
||||
|
||||
// Linear interpolation
|
||||
// factor: 0=v0, 1=v1
|
||||
static Vertex Lerp(float24 factor, const Vertex& v0, const Vertex& v1) {
|
||||
Vertex ret = v0;
|
||||
ret.Lerp(factor, v1);
|
||||
return ret;
|
||||
}
|
||||
};
|
||||
|
||||
void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2);
|
||||
|
||||
} // namespace Rasterizer
|
||||
|
||||
|
@ -26,7 +26,7 @@ OutputVertex OutputVertex::FromAttributeBuffer(const Regs& regs, AttributeBuffer
|
||||
OutputVertex ret{};
|
||||
std::array<float24, 24> vertex_slots;
|
||||
};
|
||||
static_assert(sizeof(vertex_slots) <= sizeof(ret), "Struct and array have different sizes.");
|
||||
static_assert(sizeof(vertex_slots) == sizeof(ret), "Struct and array have different sizes.");
|
||||
|
||||
unsigned int num_attributes = regs.vs_output_total;
|
||||
ASSERT(num_attributes <= 7);
|
||||
|
@ -28,9 +28,6 @@ struct AttributeBuffer {
|
||||
};
|
||||
|
||||
struct OutputVertex {
|
||||
OutputVertex() = default;
|
||||
|
||||
// VS output attributes
|
||||
Math::Vec4<float24> pos;
|
||||
Math::Vec4<float24> quat;
|
||||
Math::Vec4<float24> color;
|
||||
@ -42,42 +39,22 @@ struct OutputVertex {
|
||||
INSERT_PADDING_WORDS(1);
|
||||
Math::Vec2<float24> tc2;
|
||||
|
||||
// Padding for optimal alignment
|
||||
INSERT_PADDING_WORDS(4);
|
||||
|
||||
// Attributes used to store intermediate results
|
||||
|
||||
// position after perspective divide
|
||||
Math::Vec3<float24> screenpos;
|
||||
INSERT_PADDING_WORDS(1);
|
||||
|
||||
// Linear interpolation
|
||||
// factor: 0=this, 1=vtx
|
||||
void Lerp(float24 factor, const OutputVertex& vtx) {
|
||||
pos = pos * factor + vtx.pos * (float24::FromFloat32(1) - factor);
|
||||
|
||||
// TODO: Should perform perspective correct interpolation here...
|
||||
tc0 = tc0 * factor + vtx.tc0 * (float24::FromFloat32(1) - factor);
|
||||
tc1 = tc1 * factor + vtx.tc1 * (float24::FromFloat32(1) - factor);
|
||||
tc2 = tc2 * factor + vtx.tc2 * (float24::FromFloat32(1) - factor);
|
||||
|
||||
screenpos = screenpos * factor + vtx.screenpos * (float24::FromFloat32(1) - factor);
|
||||
|
||||
color = color * factor + vtx.color * (float24::FromFloat32(1) - factor);
|
||||
}
|
||||
|
||||
// Linear interpolation
|
||||
// factor: 0=v0, 1=v1
|
||||
static OutputVertex Lerp(float24 factor, const OutputVertex& v0, const OutputVertex& v1) {
|
||||
OutputVertex ret = v0;
|
||||
ret.Lerp(factor, v1);
|
||||
return ret;
|
||||
}
|
||||
|
||||
static OutputVertex FromAttributeBuffer(const Regs& regs, AttributeBuffer& output);
|
||||
};
|
||||
#define ASSERT_POS(var, pos) \
|
||||
static_assert(offsetof(OutputVertex, var) == pos * sizeof(float24), "Semantic at wrong " \
|
||||
"offset.")
|
||||
ASSERT_POS(pos, Regs::VSOutputAttributes::POSITION_X);
|
||||
ASSERT_POS(quat, Regs::VSOutputAttributes::QUATERNION_X);
|
||||
ASSERT_POS(color, Regs::VSOutputAttributes::COLOR_R);
|
||||
ASSERT_POS(tc0, Regs::VSOutputAttributes::TEXCOORD0_U);
|
||||
ASSERT_POS(tc1, Regs::VSOutputAttributes::TEXCOORD1_U);
|
||||
ASSERT_POS(tc0_w, Regs::VSOutputAttributes::TEXCOORD0_W);
|
||||
ASSERT_POS(view, Regs::VSOutputAttributes::VIEW_X);
|
||||
ASSERT_POS(tc2, Regs::VSOutputAttributes::TEXCOORD2_U);
|
||||
#undef ASSERT_POS
|
||||
static_assert(std::is_pod<OutputVertex>::value, "Structure is not POD");
|
||||
static_assert(sizeof(OutputVertex) == 32 * sizeof(float), "OutputVertex has invalid size");
|
||||
static_assert(sizeof(OutputVertex) == 24 * sizeof(float), "OutputVertex has invalid size");
|
||||
|
||||
/**
|
||||
* This structure contains the state information that needs to be unique for a shader unit. The 3DS
|
||||
|
Loading…
Reference in New Issue
Block a user