More specialization work.

This commit is contained in:
Henrik Rydgård 2019-10-24 23:52:55 +02:00
parent 4f7c23fe79
commit 290e9971a7
3 changed files with 77 additions and 27 deletions

View file

@ -1287,19 +1287,51 @@ void DrawTriangleSlice(
}
}
// Slow but can handle all input.
void SafeScanline(int s, int ds, int t, int x1, int x2, int y, int z, const u8 *texptr, int texbufw, Sampler::Funcs &sampler, Vec4<int> v0_color) {
for (int x = x1; x < x2; x++) {
Vec4<int> prim_color = v0_color;
Vec4<int> tex_color = Vec4<int>::FromRGBA(sampler.nearest(s, t, texptr, texbufw, 0));
prim_color = GetTextureFunctionOutput(prim_color, tex_color);
DrawingCoords pos(x, y, z);
DrawSinglePixel<false>(pos, (u16)z, 1.0f, prim_color);
s += ds;
// Through mode, with the specific Darkstalker settings.
inline void DrawSinglePixelFast(const DrawingCoords &p, const Vec4<int> &color_in) {
Vec4<int> prim_color = color_in.Clamp(0, 255);
if (gstate.isAlphaTestEnabled())
if (!AlphaTestPassed(prim_color.a()))
return;
const u32 old_color = GetPixelColor(p.x, p.y);
u32 new_color;
u8 stencil = GetPixelStencil(p.x, p.y);
// Dithering happens before the logic op and regardless of framebuffer format or clear mode.
// We do it while alpha blending because it happens before clamping.
if (gstate.isAlphaBlendEnabled()) {
const Vec4<int> dst = Vec4<int>::FromRGBA(old_color);
Vec3<int> blended = AlphaBlendingResult(prim_color, dst);
if (gstate.isDitherEnabled()) {
blended += Vec3<int>::AssignToAll(gstate.getDitherValue(p.x, p.y));
}
// ToRGB() always automatically clamps.
new_color = blended.ToRGB();
new_color |= stencil << 24;
} else {
if (gstate.isDitherEnabled()) {
// We'll discard alpha anyway.
prim_color += Vec4<int>::AssignToAll(gstate.getDitherValue(p.x, p.y));
}
#if defined(_M_SSE)
new_color = Vec3<int>(prim_color.ivec).ToRGB();
new_color |= stencil << 24;
#else
new_color = Vec4<int>(prim_color.r(), prim_color.g(), prim_color.b(), stencil).ToRGBA();
#endif
}
new_color = (new_color & ~gstate.getColorMask()) | (old_color & gstate.getColorMask());
SetPixelColor(p.x, p.y, new_color);
}
void DrawPSXSprite(const VertexData& v0, const VertexData& v1) {
void DrawSprite(const VertexData& v0, const VertexData& v1) {
const u8 *texptr = nullptr;
GETextureFormat texfmt = gstate.getTextureFormat();
@ -1309,7 +1341,7 @@ void DrawPSXSprite(const VertexData& v0, const VertexData& v1) {
texptr = Memory::GetPointerUnchecked(texaddr);
ScreenCoords pprime(v0.screenpos.x, v0.screenpos.y, 0);
Sampler::Funcs sampler = Sampler::GetFuncs();
Sampler::NearestFunc nearestFunc = Sampler::GetNearestFunc(); // Looks at gstate.
DrawingCoords pos0 = TransformUnit::ScreenToDrawing(v0.screenpos);
DrawingCoords pos1 = TransformUnit::ScreenToDrawing(v1.screenpos);
@ -1347,21 +1379,39 @@ void DrawPSXSprite(const VertexData& v0, const VertexData& v1) {
pos0.y = scissorTL.y;
}
int t = t_start;
for (int y = pos0.y; y < pos1.y; y++) {
int s = s_start;
SafeScanline(s, ds, t, pos0.x, pos1.x, y, z, texptr, texbufw, sampler, v0.color0);
/*
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> prim_color = v0.color0;
Vec4<int> tex_color = Vec4<int>::FromRGBA(sampler.nearest(s, t, texptr, texbufw, 0));
prim_color = GetTextureFunctionOutput(prim_color, tex_color);
DrawingCoords pos(x, y, z);
DrawSinglePixel<false>(pos, (u16)z, fog, prim_color);
s += ds;
if (!gstate.isStencilTestEnabled() &&
!gstate.isDepthTestEnabled() &&
!gstate.isLogicOpEnabled() &&
!gstate.isColorTestEnabled()) {
int t = t_start;
for (int y = pos0.y; y < pos1.y; y++) {
int s = s_start;
// Not really that fast but faster than triangle.
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> prim_color = v0.color0;
Vec4<int> tex_color = Vec4<int>::FromRGBA(nearestFunc(s, t, texptr, texbufw, 0));
prim_color = GetTextureFunctionOutput(prim_color, tex_color);
DrawingCoords pos(x, y, z);
DrawSinglePixelFast(pos, prim_color);
s += ds;
}
t += dt;
}
} else {
int t = t_start;
for (int y = pos0.y; y < pos1.y; y++) {
int s = s_start;
// Not really that fast but faster than triangle.
for (int x = pos0.x; x < pos1.x; x++) {
Vec4<int> prim_color = v0.color0;
Vec4<int> tex_color = Vec4<int>::FromRGBA(nearestFunc(s, t, texptr, texbufw, 0));
prim_color = GetTextureFunctionOutput(prim_color, tex_color);
DrawingCoords pos(x, y, z);
DrawSinglePixel<false>(pos, (u16)z, 1.0f, prim_color);
s += ds;
}
t += dt;
}
*/
t += dt;
}
} else {
if (pos1.x > scissorBR.x) pos1.x = scissorBR.x;