diff options
author | StapleButter <thetotalworm@gmail.com> | 2017-05-23 23:38:28 +0200 |
---|---|---|
committer | StapleButter <thetotalworm@gmail.com> | 2017-05-23 23:38:28 +0200 |
commit | 4b3caedbe7191ca1dc25304b3dc1c8b2e466730d (patch) | |
tree | b8a498c08214a59ea31e91e8dc17f7ae5c2bf84c /src/GPU3D_Soft.cpp | |
parent | 88d982b7e3138f6f6dc7ce8780375e99c3e360e9 (diff) |
first attempt at threading the 3D renderer
Diffstat (limited to 'src/GPU3D_Soft.cpp')
-rw-r--r-- | src/GPU3D_Soft.cpp | 476 |
1 files changed, 79 insertions, 397 deletions
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp index 23cf819..b781de8 100644 --- a/src/GPU3D_Soft.cpp +++ b/src/GPU3D_Soft.cpp @@ -20,6 +20,7 @@ #include <string.h> #include "NDS.h" #include "GPU.h" +#include "Platform.h" namespace GPU3D @@ -38,9 +39,25 @@ u32 AttrBuffer[256*192]; u8 StencilBuffer[256*2]; +// threading + +void* RenderThread; +bool RenderThreadRunning; +void* Sema_RenderStart; +void* Sema_RenderDone; +void* Sema_ScanlineCount; + +void RenderThreadFunc(); + bool Init() { + Sema_RenderStart = Platform::Semaphore_Create(); + Sema_RenderDone = Platform::Semaphore_Create(); + Sema_ScanlineCount = Platform::Semaphore_Create(); + + RenderThreadRunning = false; + return true; } @@ -53,6 +70,15 @@ void Reset() memset(ColorBuffer, 0, 256*192 * 4); memset(DepthBuffer, 0, 256*192 * 4); memset(AttrBuffer, 0, 256*192 * 4); + + // TODO: make it configurable + if (!RenderThreadRunning) + { + RenderThreadRunning = true; + RenderThread = Platform::Thread_Create(RenderThreadFunc); + } + + Platform::Semaphore_Post(Sema_RenderStart); } @@ -1013,6 +1039,7 @@ void RenderPolygonScanline(RendererPolygon* rp, s32 y) rp->XR = rp->SlopeR.Step(); } +#if 0 void RenderPolygon(RendererPolygon* rp) { Polygon* polygon = rp->PolyData; @@ -1027,104 +1054,6 @@ void RenderPolygon(RendererPolygon* rp) // draw, line per line - /*u32 polyalpha = (polygon->Attr >> 16) & 0x1F; - bool wireframe = (polyalpha == 0); - - bool (*fnDepthTest)(s32 oldz, s32 z); - if (polygon->Attr & (1<<14)) - fnDepthTest = DepthTest<true>; - else - fnDepthTest = DepthTest<false>;*/ - - - /*int lcur = vtop, rcur = vtop; - int lnext, rnext; - - if (polygon->FacingView) - { - lnext = lcur + 1; - if (lnext >= nverts) lnext = 0; - rnext = rcur - 1; - if (rnext < 0) rnext = nverts - 1; - } - else - { - lnext = lcur - 1; - if (lnext < 0) lnext = nverts - 1; - rnext = rcur + 1; - if (rnext >= nverts) rnext = 0; - } - - Slope slopeL, slopeR; - s32 xL, xR; - bool l_xmajor, r_xmajor; - - if (ybot == ytop) - { - ybot++; - isline = true; - - vtop = 0; vbot = 0; - xtop = 256; xbot = 0; - int i; - - i = 1; - if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i; - if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i; - - i = nverts - 1; - if (polygon->Vertices[i]->FinalPosition[0] < polygon->Vertices[vtop]->FinalPosition[0]) vtop = i; - if (polygon->Vertices[i]->FinalPosition[0] > polygon->Vertices[vbot]->FinalPosition[0]) vbot = i; - - lcur = vtop; lnext = vtop; - rcur = vbot; rnext = vbot; - - xL = slopeL.SetupDummy(polygon->Vertices[lcur]->FinalPosition[0], 0); - xR = slopeR.SetupDummy(polygon->Vertices[rcur]->FinalPosition[0], 1); - } - else - { - while (ytop >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot) - { - lcur = lnext; - - if (polygon->FacingView) - { - lnext = lcur + 1; - if (lnext >= nverts) lnext = 0; - } - else - { - lnext = lcur - 1; - if (lnext < 0) lnext = nverts - 1; - } - } - - xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0], - polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1], - polygon->FinalW[lcur], polygon->FinalW[lnext], 0); - - while (ytop >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot) - { - rcur = rnext; - - if (polygon->FacingView) - { - rnext = rcur - 1; - if (rnext < 0) rnext = nverts - 1; - } - else - { - rnext = rcur + 1; - if (rnext >= nverts) rnext = 0; - } - } - - xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0], - polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1], - polygon->FinalW[rcur], polygon->FinalW[rnext], 1); - }*/ - if (ybot > 192) ybot = 192; /*if (polygon->ClearStencil) @@ -1135,294 +1064,9 @@ void RenderPolygon(RendererPolygon* rp) for (s32 y = ytop; y < ybot; y++) { RenderPolygonScanline(rp, y); - /*if (!isline) - { - if (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot) - { - while (y >= polygon->Vertices[lnext]->FinalPosition[1] && lcur != vbot) - { - lcur = lnext; - - if (polygon->FacingView) - { - lnext = lcur + 1; - if (lnext >= nverts) lnext = 0; - } - else - { - lnext = lcur - 1; - if (lnext < 0) lnext = nverts - 1; - } - } - - xL = slopeL.Setup(polygon->Vertices[lcur]->FinalPosition[0], polygon->Vertices[lnext]->FinalPosition[0], - polygon->Vertices[lcur]->FinalPosition[1], polygon->Vertices[lnext]->FinalPosition[1], - polygon->FinalW[lcur], polygon->FinalW[lnext], 0); - } - - if (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot) - { - while (y >= polygon->Vertices[rnext]->FinalPosition[1] && rcur != vbot) - { - rcur = rnext; - - if (polygon->FacingView) - { - rnext = rcur - 1; - if (rnext < 0) rnext = nverts - 1; - } - else - { - rnext = rcur + 1; - if (rnext >= nverts) rnext = 0; - } - } - - xR = slopeR.Setup(polygon->Vertices[rcur]->FinalPosition[0], polygon->Vertices[rnext]->FinalPosition[0], - polygon->Vertices[rcur]->FinalPosition[1], polygon->Vertices[rnext]->FinalPosition[1], - polygon->FinalW[rcur], polygon->FinalW[rnext], 1); - } - } - - Vertex *vlcur, *vlnext, *vrcur, *vrnext; - s32 xstart, xend; - Slope* slope_start; - Slope* slope_end; - - xstart = xL; - xend = xR; - - s32 wl = slopeL.Interp.Interpolate(polygon->FinalW[lcur], polygon->FinalW[lnext]); - s32 wr = slopeR.Interp.Interpolate(polygon->FinalW[rcur], polygon->FinalW[rnext]); - - s32 zl = slopeL.Interp.InterpolateZ(polygon->FinalZ[lcur], polygon->FinalZ[lnext], polygon->WBuffer); - s32 zr = slopeR.Interp.InterpolateZ(polygon->FinalZ[rcur], polygon->FinalZ[rnext], polygon->WBuffer); - - // if the left and right edges are swapped, render backwards. - // note: we 'forget' to swap the xmajor flags, on purpose - // the hardware has the same bug - if (xstart > xend) - { - vlcur = polygon->Vertices[rcur]; - vlnext = polygon->Vertices[rnext]; - vrcur = polygon->Vertices[lcur]; - vrnext = polygon->Vertices[lnext]; - - slope_start = &slopeR; - slope_end = &slopeL; - - s32 tmp; - tmp = xstart; xstart = xend; xend = tmp; - tmp = wl; wl = wr; wr = tmp; - tmp = zl; zl = zr; zr = tmp; - } - else - { - vlcur = polygon->Vertices[lcur]; - vlnext = polygon->Vertices[lnext]; - vrcur = polygon->Vertices[rcur]; - vrnext = polygon->Vertices[rnext]; - - slope_start = &slopeL; - slope_end = &slopeR; - } - - // interpolate attributes along Y - - s32 rl = slope_start->Interp.Interpolate(vlcur->FinalColor[0], vlnext->FinalColor[0]); - s32 gl = slope_start->Interp.Interpolate(vlcur->FinalColor[1], vlnext->FinalColor[1]); - s32 bl = slope_start->Interp.Interpolate(vlcur->FinalColor[2], vlnext->FinalColor[2]); - - s32 sl = slope_start->Interp.Interpolate(vlcur->TexCoords[0], vlnext->TexCoords[0]); - s32 tl = slope_start->Interp.Interpolate(vlcur->TexCoords[1], vlnext->TexCoords[1]); - - s32 rr = slope_end->Interp.Interpolate(vrcur->FinalColor[0], vrnext->FinalColor[0]); - s32 gr = slope_end->Interp.Interpolate(vrcur->FinalColor[1], vrnext->FinalColor[1]); - s32 br = slope_end->Interp.Interpolate(vrcur->FinalColor[2], vrnext->FinalColor[2]); - - s32 sr = slope_end->Interp.Interpolate(vrcur->TexCoords[0], vrnext->TexCoords[0]); - s32 tr = slope_end->Interp.Interpolate(vrcur->TexCoords[1], vrnext->TexCoords[1]); - - // calculate edges - // - // edge fill rules for opaque pixels: - // * right edge is filled if slope > 1 - // * left edge is filled if slope <= 1 - // * edges with slope = 0 are always filled - // edges are always filled if the pixels are translucent - // in wireframe mode, there are special rules for equal Z (TODO) - - s32 l_edgeend, r_edgestart; - bool l_filledge, r_filledge; - - if (slopeL.XMajor) - { - l_edgeend = slope_start->EdgeLimit(0); - if (l_edgeend == xstart) l_edgeend++; - - l_filledge = slope_start->Negative; - } - else - { - l_edgeend = xstart + 1; - - l_filledge = true; - } - - if (slopeR.XMajor) - { - r_edgestart = slope_end->EdgeLimit(1); - if (r_edgestart == xend) r_edgestart--; - - r_filledge = !slope_end->Negative; - } - else - { - r_edgestart = xend - 1; - - r_filledge = slope_end->Increment==0; - } - - int yedge = 0; - if (y == ytop) yedge = 0x4; - else if (y == ybot-1) yedge = 0x8; - - Interpolator interpX(xstart, xend+1, wl, wr, 8); - - for (s32 x = xstart; x <= xend; x++) - { - if (x < 0) continue; - if (x > 255) break; - - int edge = yedge; - if (x < l_edgeend) edge |= 0x1; - else if (x > r_edgestart) edge |= 0x2; - - // wireframe polygons. really ugly, but works - if (wireframe && edge==0) - { - x = r_edgestart + 1; - continue; - } - - u32 pixeladdr = (y*256) + x; - u32 attr = polygon->Attr & 0x3F008000; - - // check stencil buffer for shadows - if (polygon->IsShadow) - { - if (StencilBuffer[pixeladdr] == 0) - continue; - } - - interpX.SetX(x); - - s32 z = interpX.InterpolateZ(zl, zr, polygon->WBuffer); - - if (polygon->IsShadowMask) - { - // for shadow masks: set stencil bits where the depth test fails. - // draw nothing. - - // checkme - if (polyalpha == 31) - { - if (!wireframe) - { - if ((edge & 0x1) && !l_filledge) - continue; - if ((edge & 0x2) && !r_filledge) - continue; - } - } - - if (!fnDepthTest(DepthBuffer[pixeladdr], z)) - StencilBuffer[pixeladdr] = 1; - - continue; - } - - if (!fnDepthTest(DepthBuffer[pixeladdr], z)) - continue; - - u32 vr = interpX.Interpolate(rl, rr); - u32 vg = interpX.Interpolate(gl, gr); - u32 vb = interpX.Interpolate(bl, br); - - s16 s = interpX.Interpolate(sl, sr); - s16 t = interpX.Interpolate(tl, tr); - - u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t); - u8 alpha = color >> 24; - - // alpha test - // TODO: check alpha test when blending is disabled - if (alpha <= RenderAlphaRef) continue; - - if (alpha == 31) - { - // edge fill rules for opaque pixels - // TODO, eventually: antialiasing - if (!wireframe) - { - if ((edge & 0x1) && !l_filledge) - continue; - if ((edge & 0x2) && !r_filledge) - continue; - } - - DepthBuffer[pixeladdr] = z; - } - else - { - u32 dstattr = AttrBuffer[pixeladdr]; - attr |= (1<<30); - if (polygon->IsShadow) dstattr |= (1<<30); - - // skip if polygon IDs are equal - // note: this only happens if the destination pixel was translucent - // or always when drawing a shadow - // (the GPU keeps track of which pixels are translucent, regardless of - // the destination alpha) - if ((dstattr & 0x7F000000) == (attr & 0x7F000000)) - continue; - - u32 dstcolor = ColorBuffer[pixeladdr]; - u32 dstalpha = dstcolor >> 24; - - if ((dstalpha > 0) && (RenderDispCnt & (1<<3))) - { - u32 srcR = color & 0x3F; - u32 srcG = (color >> 8) & 0x3F; - u32 srcB = (color >> 16) & 0x3F; - - u32 dstR = dstcolor & 0x3F; - u32 dstG = (dstcolor >> 8) & 0x3F; - u32 dstB = (dstcolor >> 16) & 0x3F; - - alpha++; - dstR = ((srcR * alpha) + (dstR * (32-alpha))) >> 5; - dstG = ((srcG * alpha) + (dstG * (32-alpha))) >> 5; - dstB = ((srcB * alpha) + (dstB * (32-alpha))) >> 5; - - alpha--; - if (alpha > dstalpha) dstalpha = alpha; - - color = dstR | (dstG << 8) | (dstB << 16) | (dstalpha << 24); - } - - if (polygon->Attr & (1<<11)) - DepthBuffer[pixeladdr] = z; - } - - ColorBuffer[pixeladdr] = color; - AttrBuffer[pixeladdr] = attr; - } - - xL = slopeL.Step(); - xR = slopeR.Step();*/ } } +#endif void RenderScanline(s32 y, int npolys) { @@ -1436,7 +1080,7 @@ void RenderScanline(s32 y, int npolys) } } -void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys) +void ClearBuffers() { u32 polyid = RenderClearAttr1 & 0x3F000000; @@ -1491,8 +1135,13 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys) AttrBuffer[i] = polyid; } } - - // TODO: Y-sorting of translucent polygons +} +int derp=0;int linebuf=0; +void RenderPolygons(bool threaded, Polygon* polygons, int npolys) +{ + // sort polygons + // TODO: Y-sorting for translucent polygons + // TODO: all sorting should be done in GPU3D.cpp int j = 0; for (int i = 0; i < npolys; i++) @@ -1506,25 +1155,58 @@ void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys) SetupPolygon(&PolygonList[j++], &polygons[i]); } - /*for (int i = 0; i < npolys; i++) + for (s32 y = 0; y < 192; y++) { - if (polygons[i].Translucent) continue; - RenderPolygon(&PolygonList[i]); + RenderScanline(y, npolys); + + if (threaded) + Platform::Semaphore_Post(Sema_ScanlineCount);derp=y;linebuf++; } +} - for (int i = 0; i < npolys; i++) - { - if (!polygons[i].Translucent) continue; - RenderPolygon(&PolygonList[i]); - }*/ - for (s32 y = 0; y < 192; y++) +void VCount144() +{ + Platform::Semaphore_Wait(Sema_RenderDone); +} + +void RenderFrame(Vertex* vertices, Polygon* polygons, int npolys) +{ + //ClearBuffers(); + //RenderPolygons(false, polygons, npolys); + //Platform::Semaphore_Wait(Sema_ScanlineCount); + //Platform::Semaphore_Wait(Sema_RenderDone); + if (linebuf!=0) printf("last frame was bad! %d\n", linebuf); + Platform::Semaphore_Post(Sema_RenderStart); + //printf("start frame %d\n", derp); +} + +void RenderThreadFunc() +{ + //Platform::Semaphore_Post(Sema_ScanlineCount); + + for (;;) { - RenderScanline(y, npolys); + Platform::Semaphore_Wait(Sema_RenderStart); + if (!RenderThreadRunning) return; + + ClearBuffers(); + RenderPolygons(true, RenderPolygonRAM, RenderNumPolygons); + + //Platform::Semaphore_Post(Sema_ScanlineCount); + Platform::Semaphore_Post(Sema_RenderDone); } } +void RequestLine(int line) +{ + Platform::Semaphore_Wait(Sema_ScanlineCount); + linebuf--; +} + u32* GetLine(int line) { + //Platform::Semaphore_Wait(Sema_ScanlineCount); +if (line > derp || linebuf<0) printf("bad! %d %d, %d\n", line, derp, linebuf); return &ColorBuffer[line * 256]; } |