Reimplement Bounding Box calculation using the software renderer.

This commit is contained in:
crudelios 2014-09-14 17:52:51 +01:00
parent b7aed97508
commit 2d4b7e3f3f
13 changed files with 602 additions and 672 deletions

View file

@ -14,6 +14,7 @@
#include "VideoBackends/Software/SWVideoConfig.h"
#include "VideoBackends/Software/Tev.h"
#include "VideoBackends/Software/XFMemLoader.h"
#include "VideoCommon/BoundingBox.h"
#define BLOCK_SIZE 2
@ -130,7 +131,7 @@ inline void Draw(s32 x, s32 y, s32 xi, s32 yi)
if (z < 0 || z > 0x00ffffff)
return;
if (bpmem.UseEarlyDepthTest() && g_SWVideoConfig.bZComploc)
if (!BoundingBox::active && bpmem.UseEarlyDepthTest() && g_SWVideoConfig.bZComploc)
{
// TODO: Test if perf regs are incremented even if test is disabled
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT_ZCOMPLOC);
@ -317,7 +318,7 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
{
INCSTAT(swstats.thisFrame.numTrianglesDrawn);
if (g_SWVideoConfig.bHwRasterizer)
if (g_SWVideoConfig.bHwRasterizer && !BoundingBox::active)
{
HwRasterizer::DrawTriangleFrontFace(v0, v1, v2);
return;
@ -414,84 +415,254 @@ void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVer
if (DY23 < 0 || (DY23 == 0 && DX23 > 0)) C2++;
if (DY31 < 0 || (DY31 == 0 && DX31 > 0)) C3++;
// Loop through blocks
for (s32 y = miny; y < maxy; y += BLOCK_SIZE)
// If drawing, rasterize every block
if (!BoundingBox::active)
{
for (s32 x = minx; x < maxx; x += BLOCK_SIZE)
// Loop through blocks
for (s32 y = miny; y < maxy; y += BLOCK_SIZE)
{
// Corners of block
s32 x0 = x << 4;
s32 x1 = (x + BLOCK_SIZE - 1) << 4;
s32 y0 = y << 4;
s32 y1 = (y + BLOCK_SIZE - 1) << 4;
// Evaluate half-space functions
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
// Skip block when outside an edge
if (a == 0x0 || b == 0x0 || c == 0x0)
continue;
BuildBlock(x, y);
// Accept whole block when totally covered
if (a == 0xF && b == 0xF && c == 0xF)
for (s32 x = minx; x < maxx; x += BLOCK_SIZE)
{
for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
{
for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
{
Draw(x + ix, y + iy, ix, iy);
}
}
}
else // Partially covered block
{
s32 CY1 = C1 + DX12 * y0 - DY12 * x0;
s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
// Corners of block
s32 x0 = x << 4;
s32 x1 = (x + BLOCK_SIZE - 1) << 4;
s32 y0 = y << 4;
s32 y1 = (y + BLOCK_SIZE - 1) << 4;
for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
{
s32 CX1 = CY1;
s32 CX2 = CY2;
s32 CX3 = CY3;
// Evaluate half-space functions
bool a00 = C1 + DX12 * y0 - DY12 * x0 > 0;
bool a10 = C1 + DX12 * y0 - DY12 * x1 > 0;
bool a01 = C1 + DX12 * y1 - DY12 * x0 > 0;
bool a11 = C1 + DX12 * y1 - DY12 * x1 > 0;
int a = (a00 << 0) | (a10 << 1) | (a01 << 2) | (a11 << 3);
for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
bool b00 = C2 + DX23 * y0 - DY23 * x0 > 0;
bool b10 = C2 + DX23 * y0 - DY23 * x1 > 0;
bool b01 = C2 + DX23 * y1 - DY23 * x0 > 0;
bool b11 = C2 + DX23 * y1 - DY23 * x1 > 0;
int b = (b00 << 0) | (b10 << 1) | (b01 << 2) | (b11 << 3);
bool c00 = C3 + DX31 * y0 - DY31 * x0 > 0;
bool c10 = C3 + DX31 * y0 - DY31 * x1 > 0;
bool c01 = C3 + DX31 * y1 - DY31 * x0 > 0;
bool c11 = C3 + DX31 * y1 - DY31 * x1 > 0;
int c = (c00 << 0) | (c10 << 1) | (c01 << 2) | (c11 << 3);
// Skip block when outside an edge
if (a == 0x0 || b == 0x0 || c == 0x0)
continue;
BuildBlock(x, y);
// Accept whole block when totally covered
if (a == 0xF && b == 0xF && c == 0xF)
{
for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
{
if (CX1 > 0 && CX2 > 0 && CX3 > 0)
for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
{
Draw(x + ix, y + iy, ix, iy);
}
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
}
else // Partially covered block
{
s32 CY1 = C1 + DX12 * y0 - DY12 * x0;
s32 CY2 = C2 + DX23 * y0 - DY23 * x0;
s32 CY3 = C3 + DX31 * y0 - DY31 * x0;
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
for (s32 iy = 0; iy < BLOCK_SIZE; iy++)
{
s32 CX1 = CY1;
s32 CX2 = CY2;
s32 CX3 = CY3;
for (s32 ix = 0; ix < BLOCK_SIZE; ix++)
{
if (CX1 > 0 && CX2 > 0 && CX3 > 0)
{
Draw(x + ix, y + iy, ix, iy);
}
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
}
}
}
}
}
else
{
// If we are only calculating bbox, we only need to find the topmost,
// leftmost, bottom most and rightmost pixels to be drawn.
// So instead of drawing every single one of the triangle's pixels,
// four loops are run: one for the top pixel, one for the left, one for
// the bottom and one for the right. As soon as a pixel that is to be
// drawn is found, the loop breaks. This enables a ~150% speedbost in
// bbox calculation, albeit at the cost of some ugly repetitive code.
const s32 FTOP = miny << 4;
const s32 FLEFT = minx << 4;
const s32 FBOTTOM = maxy << 4;
const s32 FRIGHT = maxx << 4;
// Start checking for bbox top
s32 CY1 = C1 + DX12 * FTOP - DY12 * FLEFT;
s32 CY2 = C2 + DX23 * FTOP - DY23 * FLEFT;
s32 CY3 = C3 + DX31 * FTOP - DY31 * FLEFT;
// Loop
for (s32 y = miny; y <= maxy; ++y)
{
if (y >= BoundingBox::coords[BoundingBox::TOP])
break;
s32 CX1 = CY1;
s32 CX2 = CY2;
s32 CX3 = CY3;
for (s32 x = minx; x <= maxx; ++x)
{
if (CX1 > 0 && CX2 > 0 && CX3 > 0)
{
// Build the new raster block every other pixel
BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
Draw(x, y, x & 1, y & 1);
if (y >= BoundingBox::coords[BoundingBox::TOP])
break;
}
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
}
// Checking for bbox left
s32 CX1 = C1 + DX12 * FTOP - DY12 * FLEFT;
s32 CX2 = C2 + DX23 * FTOP - DY23 * FLEFT;
s32 CX3 = C3 + DX31 * FTOP - DY31 * FLEFT;
// Loop
for (s32 x = minx; x <= maxx; ++x)
{
if (x >= BoundingBox::coords[BoundingBox::LEFT])
break;
s32 CY1 = CX1;
s32 CY2 = CX2;
s32 CY3 = CX3;
for (s32 y = miny; y <= maxy; ++y)
{
if (CY1 > 0 && CY2 > 0 && CY3 > 0)
{
// Build the new raster block every other pixel
BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
Draw(x, y, x & 1, y & 1);
if (x >= BoundingBox::coords[BoundingBox::LEFT])
break;
}
CY1 += FDX12;
CY2 += FDX23;
CY3 += FDX31;
}
CX1 -= FDY12;
CX2 -= FDY23;
CX3 -= FDY31;
}
// Checking for bbox bottom
CY1 = C1 + DX12 * FBOTTOM - DY12 * FRIGHT;
CY2 = C2 + DX23 * FBOTTOM - DY23 * FRIGHT;
CY3 = C3 + DX31 * FBOTTOM - DY31 * FRIGHT;
// Loop
for (s32 y = maxy; y >= miny; --y)
{
s32 CX1 = CY1;
s32 CX2 = CY2;
s32 CX3 = CY3;
if (y <= BoundingBox::coords[BoundingBox::BOTTOM])
break;
for (s32 x = maxx; x >= minx; --x)
{
if (CX1 > 0 && CX2 > 0 && CX3 > 0)
{
// Build the new raster block every other pixel
BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
Draw(x, y, x & 1, y & 1);
if (y <= BoundingBox::coords[BoundingBox::BOTTOM])
break;
}
CX1 += FDY12;
CX2 += FDY23;
CX3 += FDY31;
}
CY1 -= FDX12;
CY2 -= FDX23;
CY3 -= FDX31;
}
// Checking for bbox right
CX1 = C1 + DX12 * FBOTTOM - DY12 * FRIGHT;
CX2 = C2 + DX23 * FBOTTOM - DY23 * FRIGHT;
CX3 = C3 + DX31 * FBOTTOM - DY31 * FRIGHT;
// Loop
for (s32 x = maxx; x >= minx; --x)
{
if (x <= BoundingBox::coords[BoundingBox::RIGHT])
break;
s32 CY1 = CX1;
s32 CY2 = CX2;
s32 CY3 = CX3;
for (s32 y = maxy; y >= miny; --y)
{
if (CY1 > 0 && CY2 > 0 && CY3 > 0)
{
// Build the new raster block every other pixel
BuildBlock((x & ~(BLOCK_SIZE - 1)), y & ~(BLOCK_SIZE - 1));
Draw(x, y, x & 1, y & 1);
if (x <= BoundingBox::coords[BoundingBox::RIGHT])
break;
}
CY1 -= FDX12;
CY2 -= FDX23;
CY3 -= FDX31;
}
CX1 += FDY12;
CX2 += FDY23;
CX3 += FDY31;
}
}
}