diff options
Diffstat (limited to 'src/GPU3D_Soft.cpp')
-rw-r--r-- | src/GPU3D_Soft.cpp | 240 |
1 files changed, 121 insertions, 119 deletions
diff --git a/src/GPU3D_Soft.cpp b/src/GPU3D_Soft.cpp index 894ac94..c96464a 100644 --- a/src/GPU3D_Soft.cpp +++ b/src/GPU3D_Soft.cpp @@ -42,14 +42,16 @@ void SoftRenderer::StopRenderThread() } } -void SoftRenderer::SetupRenderThread() +void SoftRenderer::SetupRenderThread(GPU& gpu) { if (Threaded) { if (!RenderThreadRunning.load(std::memory_order_relaxed)) { RenderThreadRunning = true; - RenderThread = Platform::Thread_Create(std::bind(&SoftRenderer::RenderThreadFunc, this)); + RenderThread = Platform::Thread_Create([this, &gpu]() { + RenderThreadFunc(gpu); + }); } // otherwise more than one frame can be queued up at once @@ -71,8 +73,8 @@ void SoftRenderer::SetupRenderThread() } -SoftRenderer::SoftRenderer(melonDS::GPU& gpu, bool threaded) noexcept - : Renderer3D(false), GPU(gpu), Threaded(threaded) +SoftRenderer::SoftRenderer(bool threaded) noexcept + : Renderer3D(false), Threaded(threaded) { Sema_RenderStart = Platform::Semaphore_Create(); Sema_RenderDone = Platform::Semaphore_Create(); @@ -92,7 +94,7 @@ SoftRenderer::~SoftRenderer() Platform::Semaphore_Free(Sema_ScanlineCount); } -void SoftRenderer::Reset() +void SoftRenderer::Reset(GPU& gpu) { memset(ColorBuffer, 0, BufferSize * 2 * 4); memset(DepthBuffer, 0, BufferSize * 2 * 4); @@ -100,19 +102,19 @@ void SoftRenderer::Reset() PrevIsShadowMask = false; - SetupRenderThread(); + SetupRenderThread(gpu); } -void SoftRenderer::SetThreaded(bool threaded) noexcept +void SoftRenderer::SetThreaded(bool threaded, GPU& gpu) noexcept { if (Threaded != threaded) { Threaded = threaded; - SetupRenderThread(); + SetupRenderThread(gpu); } } -void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const +void SoftRenderer::TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const { u32 vramaddr = (texparam & 0xFFFF) << 3; @@ -167,10 +169,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co case 1: // A3I5 { vramaddr += ((t * width) + s); - u8 pixel = ReadVRAM_Texture<u8>(vramaddr); + u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu); texpal <<= 4; - *color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1)); + *color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x1F)<<1), gpu); *alpha = ((pixel >> 3) & 0x1C) + (pixel >> 6); } break; @@ -178,12 +180,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co case 2: // 4-color { vramaddr += (((t * width) + s) >> 2); - u8 pixel = ReadVRAM_Texture<u8>(vramaddr); + u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu); pixel >>= ((s & 0x3) << 1); pixel &= 0x3; texpal <<= 3; - *color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1)); + *color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu); *alpha = (pixel==0) ? alpha0 : 31; } break; @@ -191,12 +193,12 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co case 3: // 16-color { vramaddr += (((t * width) + s) >> 1); - u8 pixel = ReadVRAM_Texture<u8>(vramaddr); + u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu); if (s & 0x1) pixel >>= 4; else pixel &= 0xF; texpal <<= 4; - *color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1)); + *color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu); *alpha = (pixel==0) ? alpha0 : 31; } break; @@ -204,10 +206,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co case 4: // 256-color { vramaddr += ((t * width) + s); - u8 pixel = ReadVRAM_Texture<u8>(vramaddr); + u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu); texpal <<= 4; - *color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1)); + *color = ReadVRAM_TexPal<u16>(texpal + (pixel<<1), gpu); *alpha = (pixel==0) ? alpha0 : 31; } break; @@ -221,30 +223,30 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co if (vramaddr >= 0x40000) slot1addr += 0x10000; - u8 val = ReadVRAM_Texture<u8>(vramaddr); + u8 val = ReadVRAM_Texture<u8>(vramaddr, gpu); val >>= (2 * (s & 0x3)); - u16 palinfo = ReadVRAM_Texture<u16>(slot1addr); + u16 palinfo = ReadVRAM_Texture<u16>(slot1addr, gpu); u32 paloffset = (palinfo & 0x3FFF) << 2; texpal <<= 4; switch (val & 0x3) { case 0: - *color = ReadVRAM_TexPal<u16>(texpal + paloffset); + *color = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu); *alpha = 31; break; case 1: - *color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2); + *color = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu); *alpha = 31; break; case 2: if ((palinfo >> 14) == 1) { - u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset); - u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2); + u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu); + u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu); u32 r0 = color0 & 0x001F; u32 g0 = color0 & 0x03E0; @@ -261,8 +263,8 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co } else if ((palinfo >> 14) == 3) { - u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset); - u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2); + u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu); + u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu); u32 r0 = color0 & 0x001F; u32 g0 = color0 & 0x03E0; @@ -278,20 +280,20 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co *color = r | g | b; } else - *color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4); + *color = ReadVRAM_TexPal<u16>(texpal + paloffset + 4, gpu); *alpha = 31; break; case 3: if ((palinfo >> 14) == 2) { - *color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6); + *color = ReadVRAM_TexPal<u16>(texpal + paloffset + 6, gpu); *alpha = 31; } else if ((palinfo >> 14) == 3) { - u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset); - u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2); + u16 color0 = ReadVRAM_TexPal<u16>(texpal + paloffset, gpu); + u16 color1 = ReadVRAM_TexPal<u16>(texpal + paloffset + 2, gpu); u32 r0 = color0 & 0x001F; u32 g0 = color0 & 0x03E0; @@ -320,10 +322,10 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co case 6: // A5I3 { vramaddr += ((t * width) + s); - u8 pixel = ReadVRAM_Texture<u8>(vramaddr); + u8 pixel = ReadVRAM_Texture<u8>(vramaddr, gpu); texpal <<= 4; - *color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1)); + *color = ReadVRAM_TexPal<u16>(texpal + ((pixel&0x7)<<1), gpu); *alpha = (pixel >> 3); } break; @@ -331,7 +333,7 @@ void SoftRenderer::TextureLookup(u32 texparam, u32 texpal, s16 s, s16 t, u16* co case 7: // direct color { vramaddr += (((t * width) + s) << 1); - *color = ReadVRAM_Texture<u16>(vramaddr); + *color = ReadVRAM_Texture<u16>(vramaddr, gpu); *alpha = (*color & 0x8000) ? 31 : 0; } break; @@ -388,7 +390,7 @@ bool DepthTest_LessThan_FrontFacing(s32 dstz, s32 z, u32 dstattr) return false; } -u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexcept +u32 SoftRenderer::AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept { u32 dstalpha = dstcolor >> 24; @@ -399,7 +401,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce u32 srcG = (srccolor >> 8) & 0x3F; u32 srcB = (srccolor >> 16) & 0x3F; - if (GPU.GPU3D.RenderDispCnt & (1<<3)) + if (gpu3d.RenderDispCnt & (1<<3)) { u32 dstR = dstcolor & 0x3F; u32 dstG = (dstcolor >> 8) & 0x3F; @@ -418,7 +420,7 @@ u32 SoftRenderer::AlphaBlend(u32 srccolor, u32 dstcolor, u32 alpha) const noexce return srcR | (srcG << 8) | (srcB << 16) | (dstalpha << 24); } -u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const +u32 SoftRenderer::RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const { u8 r, g, b, a; @@ -428,7 +430,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s if (blendmode == 2) { - if (GPU.GPU3D.RenderDispCnt & (1<<1)) + if (gpu.GPU3D.RenderDispCnt & (1<<1)) { // highlight mode: color is calculated normally // except all vertex color components are set @@ -442,7 +444,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s { // toon mode: vertex color is replaced by toon color - u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1]; + u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1]; vr = (tooncolor << 1) & 0x3E; if (vr) vr++; vg = (tooncolor >> 4) & 0x3E; if (vg) vg++; @@ -450,12 +452,12 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s } } - if ((GPU.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0)) + if ((gpu.GPU3D.RenderDispCnt & (1<<0)) && (((polygon->TexParam >> 26) & 0x7) != 0)) { u8 tr, tg, tb; u16 tcolor; u8 talpha; - TextureLookup(polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha); + TextureLookup(gpu, polygon->TexParam, polygon->TexPalette, s, t, &tcolor, &talpha); tr = (tcolor << 1) & 0x3E; if (tr) tr++; tg = (tcolor >> 4) & 0x3E; if (tg) tg++; @@ -503,9 +505,9 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s a = polyalpha; } - if ((blendmode == 2) && (GPU.GPU3D.RenderDispCnt & (1<<1))) + if ((blendmode == 2) && (gpu.GPU3D.RenderDispCnt & (1<<1))) { - u16 tooncolor = GPU.GPU3D.RenderToonTable[vr >> 1]; + u16 tooncolor = gpu.GPU3D.RenderToonTable[vr >> 1]; vr = (tooncolor << 1) & 0x3E; if (vr) vr++; vg = (tooncolor >> 4) & 0x3E; if (vg) vg++; @@ -526,7 +528,7 @@ u32 SoftRenderer::RenderPixel(const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s return r | (g << 8) | (b << 16) | (a << 24); } -void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow) +void SoftRenderer::PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow) { u32 dstattr = AttrBuffer[pixeladdr]; u32 attr = (polyattr & 0xE0F0) | ((polyattr >> 8) & 0xFF0000) | (1<<22) | (dstattr & 0xFF001F0F); @@ -556,7 +558,7 @@ void SoftRenderer::PlotTranslucentPixel(u32 pixeladdr, u32 color, u32 z, u32 pol if (!(dstattr & (1<<15))) attr &= ~(1<<15); - color = AlphaBlend(color, ColorBuffer[pixeladdr], color>>24); + color = AlphaBlend(gpu3d, color, ColorBuffer[pixeladdr], color>>24); if (z != -1) DepthBuffer[pixeladdr] = z; @@ -672,7 +674,7 @@ void SoftRenderer::SetupPolygon(SoftRenderer::RendererPolygon* rp, Polygon* poly } } -void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y) +void SoftRenderer::RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y) { Polygon* polygon = rp->PolyData; @@ -749,7 +751,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y) std::swap(zl, zr); // CHECKME: edge fill rules for swapped opaque shadow mask polygons - if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe) + if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe) { l_filledge = true; r_filledge = true; @@ -777,7 +779,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y) rp->SlopeR.EdgeParams<false>(&r_edgelen, &r_edgecov); // CHECKME: edge fill rules for unswapped opaque shadow mask polygons - if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe) + if ((gpu3d.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu3d.RenderDispCnt & (1<<3))) || wireframe) { l_filledge = true; r_filledge = true; @@ -798,7 +800,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y) // similarly, we can perform alpha test early (checkme) if (wireframe) polyalpha = 31; - if (polyalpha <= GPU.GPU3D.RenderAlphaRef) return; + if (polyalpha <= gpu3d.RenderAlphaRef) return; // in wireframe mode, there are special rules for equal Z (TODO) @@ -900,7 +902,7 @@ void SoftRenderer::RenderShadowMaskScanline(RendererPolygon* rp, s32 y) rp->XR = rp->SlopeR.Step(); } -void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) +void SoftRenderer::RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y) { Polygon* polygon = rp->PolyData; @@ -984,7 +986,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) // edges are always filled if antialiasing/edgemarking are enabled, // if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe // checkme: do swapped line polygons exist? - if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe) + if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe) { l_filledge = true; r_filledge = true; @@ -1019,7 +1021,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) // * edges are filled if both sides are identical and fully overlapping // edges are always filled if antialiasing/edgemarking are enabled, // if the pixels are translucent and alpha blending is enabled, or if the polygon is wireframe - if ((GPU.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (GPU.GPU3D.RenderDispCnt & (1<<3))) || wireframe) + if ((gpu.GPU3D.RenderDispCnt & ((1<<4)|(1<<5))) || ((polyalpha < 31) && (gpu.GPU3D.RenderDispCnt & (1<<3))) || wireframe) { l_filledge = true; r_filledge = true; @@ -1118,17 +1120,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) s16 s = interpX.Interpolate(sl, sr); s16 t = interpX.Interpolate(tl, tr); - u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t); + u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t); u8 alpha = color >> 24; // alpha test - if (alpha <= GPU.GPU3D.RenderAlphaRef) continue; + if (alpha <= gpu.GPU3D.RenderAlphaRef) continue; if (alpha == 31) { u32 attr = polyattr | edge; - if (GPU.GPU3D.RenderDispCnt & (1<<4)) + if (gpu.GPU3D.RenderDispCnt & (1<<4)) { // anti-aliasing: all edges are rendered @@ -1158,11 +1160,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) else { if (!(polygon->Attr & (1<<11))) z = -1; - PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow); + PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow); // blend with bottom pixel too, if needed if ((dstattr & 0xF) && (pixeladdr < BufferSize)) - PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow); + PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow); } } @@ -1214,17 +1216,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) s16 s = interpX.Interpolate(sl, sr); s16 t = interpX.Interpolate(tl, tr); - u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t); + u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t); u8 alpha = color >> 24; // alpha test - if (alpha <= GPU.GPU3D.RenderAlphaRef) continue; + if (alpha <= gpu.GPU3D.RenderAlphaRef) continue; if (alpha == 31) { u32 attr = polyattr | edge; - if ((GPU.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF)) + if ((gpu.GPU3D.RenderDispCnt & (1<<4)) && (attr & 0xF)) { // anti-aliasing: all edges are rendered @@ -1247,11 +1249,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) else { if (!(polygon->Attr & (1<<11))) z = -1; - PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow); + PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow); // blend with bottom pixel too, if needed if ((dstattr & 0xF) && (pixeladdr < BufferSize)) - PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow); + PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow); } } @@ -1306,17 +1308,17 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) s16 s = interpX.Interpolate(sl, sr); s16 t = interpX.Interpolate(tl, tr); - u32 color = RenderPixel(polygon, vr>>3, vg>>3, vb>>3, s, t); + u32 color = RenderPixel(gpu, polygon, vr>>3, vg>>3, vb>>3, s, t); u8 alpha = color >> 24; // alpha test - if (alpha <= GPU.GPU3D.RenderAlphaRef) continue; + if (alpha <= gpu.GPU3D.RenderAlphaRef) continue; if (alpha == 31) { u32 attr = polyattr | edge; - if (GPU.GPU3D.RenderDispCnt & (1<<4)) + if (gpu.GPU3D.RenderDispCnt & (1<<4)) { // anti-aliasing: all edges are rendered @@ -1346,11 +1348,11 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) else { if (!(polygon->Attr & (1<<11))) z = -1; - PlotTranslucentPixel(pixeladdr, color, z, polyattr, polygon->IsShadow); + PlotTranslucentPixel(gpu.GPU3D, pixeladdr, color, z, polyattr, polygon->IsShadow); // blend with bottom pixel too, if needed if ((dstattr & 0xF) && (pixeladdr < BufferSize)) - PlotTranslucentPixel(pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow); + PlotTranslucentPixel(gpu.GPU3D, pixeladdr+BufferSize, color, z, polyattr, polygon->IsShadow); } } @@ -1358,7 +1360,7 @@ void SoftRenderer::RenderPolygonScanline(RendererPolygon* rp, s32 y) rp->XR = rp->SlopeR.Step(); } -void SoftRenderer::RenderScanline(s32 y, int npolys) +void SoftRenderer::RenderScanline(const GPU& gpu, s32 y, int npolys) { for (int i = 0; i < npolys; i++) { @@ -1368,19 +1370,19 @@ void SoftRenderer::RenderScanline(s32 y, int npolys) if (y >= polygon->YTop && (y < polygon->YBottom || (y == polygon->YTop && polygon->YBottom == polygon->YTop))) { if (polygon->IsShadowMask) - RenderShadowMaskScanline(rp, y); + RenderShadowMaskScanline(gpu.GPU3D, rp, y); else - RenderPolygonScanline(rp, y); + RenderPolygonScanline(gpu, rp, y); } } } -u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const +u32 SoftRenderer::CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const { u32 z = DepthBuffer[pixeladdr]; u32 densityid, densityfrac; - if (z < GPU.GPU3D.RenderFogOffset) + if (z < gpu3d.RenderFogOffset) { densityid = 0; densityfrac = 0; @@ -1392,8 +1394,8 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const // on hardware, the final value can overflow the 32-bit range with a shift big enough, // causing fog to 'wrap around' and accidentally apply to larger Z ranges - z -= GPU.GPU3D.RenderFogOffset; - z = (z >> 2) << GPU.GPU3D.RenderFogShift; + z -= gpu3d.RenderFogOffset; + z = (z >> 2) << gpu3d.RenderFogShift; densityid = z >> 17; if (densityid >= 32) @@ -1407,20 +1409,20 @@ u32 SoftRenderer::CalculateFogDensity(u32 pixeladdr) const // checkme (may be too precise?) u32 density = - ((GPU.GPU3D.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) + - (GPU.GPU3D.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17; + ((gpu3d.RenderFogDensityTable[densityid] * (0x20000-densityfrac)) + + (gpu3d.RenderFogDensityTable[densityid+1] * densityfrac)) >> 17; if (density >= 127) density = 128; return density; } -void SoftRenderer::ScanlineFinalPass(s32 y) +void SoftRenderer::ScanlineFinalPass(const GPU3D& gpu3d, s32 y) { // to consider: // clearing all polygon fog flags if the master flag isn't set? // merging all final pass loops into one? - if (GPU.GPU3D.RenderDispCnt & (1<<5)) + if (gpu3d.RenderDispCnt & (1<<5)) { // edge marking // only applied to topmost pixels @@ -1440,7 +1442,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y) ((polyid != (AttrBuffer[pixeladdr-ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr-ScanlineWidth])) || ((polyid != (AttrBuffer[pixeladdr+ScanlineWidth] >> 24)) && (z < DepthBuffer[pixeladdr+ScanlineWidth]))) { - u16 edgecolor = GPU.GPU3D.RenderEdgeTable[polyid >> 3]; + u16 edgecolor = gpu3d.RenderEdgeTable[polyid >> 3]; u32 edgeR = (edgecolor << 1) & 0x3E; if (edgeR) edgeR++; u32 edgeG = (edgecolor >> 4) & 0x3E; if (edgeG) edgeG++; u32 edgeB = (edgecolor >> 9) & 0x3E; if (edgeB) edgeB++; @@ -1453,7 +1455,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y) } } - if (GPU.GPU3D.RenderDispCnt & (1<<7)) + if (gpu3d.RenderDispCnt & (1<<7)) { // fog @@ -1466,12 +1468,12 @@ void SoftRenderer::ScanlineFinalPass(s32 y) // TODO: check the 'fog alpha glitch with small Z' GBAtek talks about - bool fogcolor = !(GPU.GPU3D.RenderDispCnt & (1<<6)); + bool fogcolor = !(gpu3d.RenderDispCnt & (1<<6)); - u32 fogR = (GPU.GPU3D.RenderFogColor << 1) & 0x3E; if (fogR) fogR++; - u32 fogG = (GPU.GPU3D.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++; - u32 fogB = (GPU.GPU3D.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++; - u32 fogA = (GPU.GPU3D.RenderFogColor >> 16) & 0x1F; + u32 fogR = (gpu3d.RenderFogColor << 1) & 0x3E; if (fogR) fogR++; + u32 fogG = (gpu3d.RenderFogColor >> 4) & 0x3E; if (fogG) fogG++; + u32 fogB = (gpu3d.RenderFogColor >> 9) & 0x3E; if (fogB) fogB++; + u32 fogA = (gpu3d.RenderFogColor >> 16) & 0x1F; for (int x = 0; x < 256; x++) { @@ -1481,7 +1483,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y) u32 attr = AttrBuffer[pixeladdr]; if (attr & (1<<15)) { - density = CalculateFogDensity(pixeladdr); + density = CalculateFogDensity(gpu3d, pixeladdr); srccolor = ColorBuffer[pixeladdr]; srcR = srccolor & 0x3F; @@ -1510,7 +1512,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y) attr = AttrBuffer[pixeladdr]; if (!(attr & (1<<15))) continue; - density = CalculateFogDensity(pixeladdr); + density = CalculateFogDensity(gpu3d, pixeladdr); srccolor = ColorBuffer[pixeladdr]; srcR = srccolor & 0x3F; @@ -1531,7 +1533,7 @@ void SoftRenderer::ScanlineFinalPass(s32 y) } } - if (GPU.GPU3D.RenderDispCnt & (1<<4)) + if (gpu3d.RenderDispCnt & (1<<4)) { // anti-aliasing @@ -1584,10 +1586,10 @@ void SoftRenderer::ScanlineFinalPass(s32 y) } } -void SoftRenderer::ClearBuffers() +void SoftRenderer::ClearBuffers(const GPU& gpu) { - u32 clearz = ((GPU.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF; - u32 polyid = GPU.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID + u32 clearz = ((gpu.GPU3D.RenderClearAttr2 & 0x7FFF) * 0x200) + 0x1FF; + u32 polyid = gpu.GPU3D.RenderClearAttr1 & 0x3F000000; // this sets the opaque polygonID // fill screen borders for edge marking @@ -1617,17 +1619,17 @@ void SoftRenderer::ClearBuffers() // clear the screen - if (GPU.GPU3D.RenderDispCnt & (1<<14)) + if (gpu.GPU3D.RenderDispCnt & (1<<14)) { - u8 xoff = (GPU.GPU3D.RenderClearAttr2 >> 16) & 0xFF; - u8 yoff = (GPU.GPU3D.RenderClearAttr2 >> 24) & 0xFF; + u8 xoff = (gpu.GPU3D.RenderClearAttr2 >> 16) & 0xFF; + u8 yoff = (gpu.GPU3D.RenderClearAttr2 >> 24) & 0xFF; for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth) { for (int x = 0; x < 256; x++) { - u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1)); - u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1)); + u16 val2 = ReadVRAM_Texture<u16>(0x40000 + (yoff << 9) + (xoff << 1), gpu); + u16 val3 = ReadVRAM_Texture<u16>(0x60000 + (yoff << 9) + (xoff << 1), gpu); // TODO: confirm color conversion u32 r = (val2 << 1) & 0x3E; if (r) r++; @@ -1652,13 +1654,13 @@ void SoftRenderer::ClearBuffers() else { // TODO: confirm color conversion - u32 r = (GPU.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++; - u32 g = (GPU.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++; - u32 b = (GPU.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++; - u32 a = (GPU.GPU3D.RenderClearAttr1 >> 16) & 0x1F; + u32 r = (gpu.GPU3D.RenderClearAttr1 << 1) & 0x3E; if (r) r++; + u32 g = (gpu.GPU3D.RenderClearAttr1 >> 4) & 0x3E; if (g) g++; + u32 b = (gpu.GPU3D.RenderClearAttr1 >> 9) & 0x3E; if (b) b++; + u32 a = (gpu.GPU3D.RenderClearAttr1 >> 16) & 0x1F; u32 color = r | (g << 8) | (b << 16) | (a << 24); - polyid |= (GPU.GPU3D.RenderClearAttr1 & 0x8000); + polyid |= (gpu.GPU3D.RenderClearAttr1 & 0x8000); for (int y = 0; y < ScanlineWidth*192; y+=ScanlineWidth) { @@ -1673,7 +1675,7 @@ void SoftRenderer::ClearBuffers() } } -void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys) +void SoftRenderer::RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys) { int j = 0; for (int i = 0; i < npolys; i++) @@ -1682,38 +1684,38 @@ void SoftRenderer::RenderPolygons(bool threaded, Polygon** polygons, int npolys) SetupPolygon(&PolygonList[j++], polygons[i]); } - RenderScanline(0, j); + RenderScanline(gpu, 0, j); for (s32 y = 1; y < 192; y++) { - RenderScanline(y, j); - ScanlineFinalPass(y-1); + RenderScanline(gpu, y, j); + ScanlineFinalPass(gpu.GPU3D, y-1); if (threaded) Platform::Semaphore_Post(Sema_ScanlineCount); } - ScanlineFinalPass(191); + ScanlineFinalPass(gpu.GPU3D, 191); if (threaded) Platform::Semaphore_Post(Sema_ScanlineCount); } -void SoftRenderer::VCount144() +void SoftRenderer::VCount144(GPU& gpu) { - if (RenderThreadRunning.load(std::memory_order_relaxed) && !GPU.GPU3D.AbortFrame) + if (RenderThreadRunning.load(std::memory_order_relaxed) && !gpu.GPU3D.AbortFrame) Platform::Semaphore_Wait(Sema_RenderDone); } -void SoftRenderer::RenderFrame() +void SoftRenderer::RenderFrame(GPU& gpu) { - auto textureDirty = GPU.VRAMDirty_Texture.DeriveState(GPU.VRAMMap_Texture, GPU); - auto texPalDirty = GPU.VRAMDirty_TexPal.DeriveState(GPU.VRAMMap_TexPal, GPU); + auto textureDirty = gpu.VRAMDirty_Texture.DeriveState(gpu.VRAMMap_Texture, gpu); + auto texPalDirty = gpu.VRAMDirty_TexPal.DeriveState(gpu.VRAMMap_TexPal, gpu); - bool textureChanged = GPU.MakeVRAMFlat_TextureCoherent(textureDirty); - bool texPalChanged = GPU.MakeVRAMFlat_TexPalCoherent(texPalDirty); + bool textureChanged = gpu.MakeVRAMFlat_TextureCoherent(textureDirty); + bool texPalChanged = gpu.MakeVRAMFlat_TexPalCoherent(texPalDirty); - FrameIdentical = !(textureChanged || texPalChanged) && GPU.GPU3D.RenderFrameIdentical; + FrameIdentical = !(textureChanged || texPalChanged) && gpu.GPU3D.RenderFrameIdentical; if (RenderThreadRunning.load(std::memory_order_relaxed)) { @@ -1721,17 +1723,17 @@ void SoftRenderer::RenderFrame() } else if (!FrameIdentical) { - ClearBuffers(); - RenderPolygons(false, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons); + ClearBuffers(gpu); + RenderPolygons(gpu, false, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons); } } -void SoftRenderer::RestartFrame() +void SoftRenderer::RestartFrame(GPU& gpu) { - SetupRenderThread(); + SetupRenderThread(gpu); } -void SoftRenderer::RenderThreadFunc() +void SoftRenderer::RenderThreadFunc(GPU& gpu) { for (;;) { @@ -1745,8 +1747,8 @@ void SoftRenderer::RenderThreadFunc() } else { - ClearBuffers(); - RenderPolygons(true, &GPU.GPU3D.RenderPolygonRAM[0], GPU.GPU3D.RenderNumPolygons); + ClearBuffers(gpu); + RenderPolygons(gpu, true, &gpu.GPU3D.RenderPolygonRAM[0], gpu.GPU3D.RenderNumPolygons); } Platform::Semaphore_Post(Sema_RenderDone); |