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Reimplement Bounding Box calculation using the software renderer.
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13 changed files with 602 additions and 672 deletions
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@ -13,6 +13,7 @@
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#include "VideoBackends/Software/Tev.h"
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#include "VideoBackends/Software/TextureSampler.h"
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#include "VideoBackends/Software/XFMemLoader.h"
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#include "VideoCommon/BoundingBox.h"
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#ifdef _DEBUG
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#define ALLOW_TEV_DUMPS 1
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@ -157,7 +158,7 @@ void Tev::SetRasColor(int colorChan, int swaptable)
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RasColor[ALP_C] = color[bpmem.tevksel[swaptable].swap2];
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}
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break;
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case 5: // alpha bump
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case 5: // alpha bump
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{
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for (s16& comp : RasColor)
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{
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@ -649,121 +650,138 @@ void Tev::Draw()
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if (!TevAlphaTest(output[ALP_C]))
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return;
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// z texture
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if (bpmem.ztex2.op)
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// This part is only needed if we are not simply computing bbox
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// (i. e., only needed when using the SW renderer)
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if (!BoundingBox::active)
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{
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u32 ztex = bpmem.ztex1.bias;
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switch (bpmem.ztex2.type)
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// z texture
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if (bpmem.ztex2.op)
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{
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case 0: // 8 bit
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ztex += TexColor[ALP_C];
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break;
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case 1: // 16 bit
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ztex += TexColor[ALP_C] << 8 | TexColor[RED_C];
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break;
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case 2: // 24 bit
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ztex += TexColor[RED_C] << 16 | TexColor[GRN_C] << 8 | TexColor[BLU_C];
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break;
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u32 ztex = bpmem.ztex1.bias;
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switch (bpmem.ztex2.type)
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{
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case 0: // 8 bit
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ztex += TexColor[ALP_C];
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break;
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case 1: // 16 bit
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ztex += TexColor[ALP_C] << 8 | TexColor[RED_C];
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break;
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case 2: // 24 bit
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ztex += TexColor[RED_C] << 16 | TexColor[GRN_C] << 8 | TexColor[BLU_C];
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break;
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}
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if (bpmem.ztex2.op == ZTEXTURE_ADD)
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ztex += Position[2];
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Position[2] = ztex & 0x00ffffff;
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}
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if (bpmem.ztex2.op == ZTEXTURE_ADD)
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ztex += Position[2];
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// fog
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if (bpmem.fog.c_proj_fsel.fsel)
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{
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float ze;
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Position[2] = ztex & 0x00ffffff;
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if (bpmem.fog.c_proj_fsel.proj == 0)
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{
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// perspective
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// ze = A/(B - (Zs >> B_SHF))
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s32 denom = bpmem.fog.b_magnitude - (Position[2] >> bpmem.fog.b_shift);
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//in addition downscale magnitude and zs to 0.24 bits
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ze = (bpmem.fog.a.GetA() * 16777215.0f) / (float)denom;
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}
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else
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{
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// orthographic
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// ze = a*Zs
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//in addition downscale zs to 0.24 bits
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ze = bpmem.fog.a.GetA() * ((float)Position[2] / 16777215.0f);
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}
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if (bpmem.fogRange.Base.Enabled)
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{
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// TODO: This is untested and should definitely be checked against real hw.
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// - No idea if offset is really normalized against the viewport width or against the projection matrix or yet something else
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// - scaling of the "k" coefficient isn't clear either.
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// First, calculate the offset from the viewport center (normalized to 0..1)
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float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)xfmem.viewport.wd;
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// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
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float floatindex = 9.f - std::abs(offset) * 9.f;
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floatindex = (floatindex < 0.f) ? 0.f : (floatindex > 9.f) ? 9.f : floatindex; // TODO: This shouldn't be necessary!
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// Get the two closest integer indices, look up the corresponding samples
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int indexlower = (int)floor(floatindex);
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int indexupper = indexlower + 1;
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// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
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float klower = bpmem.fogRange.K[indexlower/2].GetValue(indexlower%2) * 4.f;
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float kupper = bpmem.fogRange.K[indexupper/2].GetValue(indexupper%2) * 4.f;
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// linearly interpolate the samples and multiple ze by the resulting adjustment factor
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float factor = indexupper - floatindex;
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float k = klower * factor + kupper * (1.f - factor);
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float x_adjust = sqrt(offset*offset + k*k)/k;
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ze *= x_adjust; // NOTE: This is basically dividing by a cosine (hidden behind GXInitFogAdjTable): 1/cos = c/b = sqrt(a^2+b^2)/b
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}
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ze -= bpmem.fog.c_proj_fsel.GetC();
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// clamp 0 to 1
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float fog = (ze<0.0f) ? 0.0f : ((ze>1.0f) ? 1.0f : ze);
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switch (bpmem.fog.c_proj_fsel.fsel)
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{
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case 4: // exp
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fog = 1.0f - pow(2.0f, -8.0f * fog);
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break;
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case 5: // exp2
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fog = 1.0f - pow(2.0f, -8.0f * fog * fog);
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break;
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case 6: // backward exp
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fog = 1.0f - fog;
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fog = pow(2.0f, -8.0f * fog);
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break;
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case 7: // backward exp2
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fog = 1.0f - fog;
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fog = pow(2.0f, -8.0f * fog * fog);
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break;
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}
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// lerp from output to fog color
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u32 fogInt = (u32)(fog * 256);
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u32 invFog = 256 - fogInt;
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output[RED_C] = (output[RED_C] * invFog + fogInt * bpmem.fog.color.r) >> 8;
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output[GRN_C] = (output[GRN_C] * invFog + fogInt * bpmem.fog.color.g) >> 8;
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output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
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}
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bool late_ztest = !bpmem.zcontrol.early_ztest || !g_SWVideoConfig.bZComploc;
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if (late_ztest && bpmem.zmode.testenable)
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{
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// TODO: Check against hw if these values get incremented even if depth testing is disabled
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT);
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if (!EfbInterface::ZCompare(Position[0], Position[1], Position[2]))
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return;
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT);
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}
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}
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// fog
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if (bpmem.fog.c_proj_fsel.fsel)
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{
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float ze;
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// branchless bounding box update
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BoundingBox::coords[BoundingBox::LEFT] = std::min((u16)Position[0], BoundingBox::coords[BoundingBox::LEFT]);
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BoundingBox::coords[BoundingBox::RIGHT] = std::max((u16)Position[0], BoundingBox::coords[BoundingBox::RIGHT]);
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BoundingBox::coords[BoundingBox::TOP] = std::min((u16)Position[1], BoundingBox::coords[BoundingBox::TOP]);
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BoundingBox::coords[BoundingBox::BOTTOM] = std::max((u16)Position[1], BoundingBox::coords[BoundingBox::BOTTOM]);
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if (bpmem.fog.c_proj_fsel.proj == 0)
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{
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// perspective
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// ze = A/(B - (Zs >> B_SHF))
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s32 denom = bpmem.fog.b_magnitude - (Position[2] >> bpmem.fog.b_shift);
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//in addition downscale magnitude and zs to 0.24 bits
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ze = (bpmem.fog.a.GetA() * 16777215.0f) / (float)denom;
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}
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else
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{
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// orthographic
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// ze = a*Zs
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//in addition downscale zs to 0.24 bits
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ze = bpmem.fog.a.GetA() * ((float)Position[2] / 16777215.0f);
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// if we are only calculating the bounding box,
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// there's no need to actually draw anything
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if (BoundingBox::active)
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return;
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}
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if (bpmem.fogRange.Base.Enabled)
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{
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// TODO: This is untested and should definitely be checked against real hw.
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// - No idea if offset is really normalized against the viewport width or against the projection matrix or yet something else
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// - scaling of the "k" coefficient isn't clear either.
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// First, calculate the offset from the viewport center (normalized to 0..1)
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float offset = (Position[0] - (bpmem.fogRange.Base.Center - 342)) / (float)xfmem.viewport.wd;
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// Based on that, choose the index such that points which are far away from the z-axis use the 10th "k" value and such that central points use the first value.
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float floatindex = 9.f - std::abs(offset) * 9.f;
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floatindex = (floatindex < 0.f) ? 0.f : (floatindex > 9.f) ? 9.f : floatindex; // TODO: This shouldn't be necessary!
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// Get the two closest integer indices, look up the corresponding samples
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int indexlower = (int)floor(floatindex);
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int indexupper = indexlower + 1;
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// Look up coefficient... Seems like multiplying by 4 makes Fortune Street work properly (fog is too strong without the factor)
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float klower = bpmem.fogRange.K[indexlower/2].GetValue(indexlower%2) * 4.f;
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float kupper = bpmem.fogRange.K[indexupper/2].GetValue(indexupper%2) * 4.f;
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// linearly interpolate the samples and multiple ze by the resulting adjustment factor
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float factor = indexupper - floatindex;
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float k = klower * factor + kupper * (1.f - factor);
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float x_adjust = sqrt(offset*offset + k*k)/k;
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ze *= x_adjust; // NOTE: This is basically dividing by a cosine (hidden behind GXInitFogAdjTable): 1/cos = c/b = sqrt(a^2+b^2)/b
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}
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ze -= bpmem.fog.c_proj_fsel.GetC();
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// clamp 0 to 1
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float fog = (ze<0.0f) ? 0.0f : ((ze>1.0f) ? 1.0f : ze);
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switch (bpmem.fog.c_proj_fsel.fsel)
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{
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case 4: // exp
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fog = 1.0f - pow(2.0f, -8.0f * fog);
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break;
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case 5: // exp2
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fog = 1.0f - pow(2.0f, -8.0f * fog * fog);
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break;
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case 6: // backward exp
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fog = 1.0f - fog;
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fog = pow(2.0f, -8.0f * fog);
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break;
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case 7: // backward exp2
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fog = 1.0f - fog;
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fog = pow(2.0f, -8.0f * fog * fog);
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break;
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}
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// lerp from output to fog color
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u32 fogInt = (u32)(fog * 256);
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u32 invFog = 256 - fogInt;
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output[RED_C] = (output[RED_C] * invFog + fogInt * bpmem.fog.color.r) >> 8;
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output[GRN_C] = (output[GRN_C] * invFog + fogInt * bpmem.fog.color.g) >> 8;
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output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
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}
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bool late_ztest = !bpmem.zcontrol.early_ztest || !g_SWVideoConfig.bZComploc;
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if (late_ztest && bpmem.zmode.testenable)
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{
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// TODO: Check against hw if these values get incremented even if depth testing is disabled
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT);
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if (!EfbInterface::ZCompare(Position[0], Position[1], Position[2]))
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return;
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_OUTPUT);
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}
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#if ALLOW_TEV_DUMPS
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if (g_SWVideoConfig.bDumpTevStages)
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