/* Copyright 2016-2023 melonDS team This file is part of melonDS. melonDS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. melonDS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with melonDS. If not, see http://www.gnu.org/licenses/. */ #pragma once #include "GPU.h" #include "GPU3D.h" #include "Platform.h" #include #include namespace melonDS { class SoftRenderer : public Renderer3D { public: SoftRenderer(bool threaded = false) noexcept; ~SoftRenderer() override; void Reset(GPU& gpu) override; void SetThreaded(bool threaded, GPU& gpu) noexcept; [[nodiscard]] bool IsThreaded() const noexcept { return Threaded; } void VCount144(GPU& gpu) override; void RenderFrame(GPU& gpu) override; void RestartFrame(GPU& gpu) override; u32* GetLine(int line) override; void SetupRenderThread(GPU& gpu); void EnableRenderThread(); void StopRenderThread(); private: friend void GPU3D::DoSavestate(Savestate* file) noexcept; // Notes on the interpolator: // // This is a theory on how the DS hardware interpolates values. It matches hardware output // in the tests I did, but the hardware may be doing it differently. You never know. // // Assuming you want to perspective-correctly interpolate a variable named A across two points // in a typical rasterizer, you would calculate A/W and 1/W at each point, interpolate linearly, // then divide A/W by 1/W to recover the correct A value. // // The DS GPU approximates interpolation by calculating a perspective-correct interpolation // between 0 and 1, then using the result as a factor to linearly interpolate the actual // vertex attributes. The factor has 9 bits of precision when interpolating along Y and // 8 bits along X. // // There's a special path for when the two W values are equal: it directly does linear // interpolation, avoiding precision loss from the aforementioned approximation. // Which is desirable when using the GPU to draw 2D graphics. template class Interpolator { public: constexpr Interpolator() {} constexpr Interpolator(s32 x0, s32 x1, s32 w0, s32 w1) { Setup(x0, x1, w0, w1); } constexpr void Setup(s32 x0, s32 x1, s32 w0, s32 w1) { this->x0 = x0; this->x1 = x1; this->xdiff = x1 - x0; // calculate reciprocal for Z interpolation // TODO eventually: use a faster reciprocal function? if (this->xdiff != 0) this->xrecip_z = (1<<22) / this->xdiff; else this->xrecip_z = 0; // linear mode is used if both W values are equal and have // low-order bits cleared (0-6 along X, 1-6 along Y) u32 mask = dir ? 0x7E : 0x7F; if ((w0 == w1) && !(w0 & mask) && !(w1 & mask)) this->linear = true; else this->linear = false; if (dir) { // along Y if ((w0 & 0x1) && !(w1 & 0x1)) { this->w0n = w0 - 1; this->w0d = w0 + 1; this->w1d = w1; } else { this->w0n = w0 & 0xFFFE; this->w0d = w0 & 0xFFFE; this->w1d = w1 & 0xFFFE; } this->shift = 9; } else { // along X this->w0n = w0; this->w0d = w0; this->w1d = w1; this->shift = 8; } } constexpr void SetX(s32 x) { x -= x0; this->x = x; if (xdiff != 0 && !linear) { s64 num = ((s64)x * w0n) << shift; s32 den = (x * w0d) + ((xdiff-x) * w1d); // this seems to be a proper division on hardware :/ // I haven't been able to find cases that produce imperfect output if (den == 0) yfactor = 0; else yfactor = (s32)(num / den); } } constexpr s32 Interpolate(s32 y0, s32 y1) const { if (xdiff == 0 || y0 == y1) return y0; if (!linear) { // perspective-correct approx. interpolation if (y0 < y1) return y0 + (((y1-y0) * yfactor) >> shift); else return y1 + (((y0-y1) * ((1<> shift); } else { // linear interpolation if (y0 < y1) return y0 + (s64)(y1-y0) * x / xdiff; else return y1 + (s64)(y0-y1) * (xdiff - x) / xdiff; } } constexpr s32 InterpolateZ(s32 z0, s32 z1, bool wbuffer) const { if (xdiff == 0 || z0 == z1) return z0; if (wbuffer) { // W-buffering: perspective-correct approx. interpolation if (z0 < z1) return z0 + (((s64)(z1-z0) * yfactor) >> shift); else return z1 + (((s64)(z0-z1) * ((1<> shift); } else { // Z-buffering: linear interpolation // still doesn't quite match hardware... s32 base = 0, disp = 0, factor = 0; if (z0 < z1) { base = z0; disp = z1 - z0; factor = x; } else { base = z1; disp = z0 - z1, factor = xdiff - x; } if (dir) { int shift = 0; while (disp > 0x3FF) { disp >>= 1; shift++; } return base + ((((s64)disp * factor * xrecip_z) >> 22) << shift); } else { disp >>= 9; return base + (((s64)disp * factor * xrecip_z) >> 13); } } } private: s32 x0, x1, xdiff, x; int shift; bool linear; s32 xrecip_z; s32 w0n, w0d, w1d; u32 yfactor; }; template class Slope { public: constexpr Slope() {} constexpr s32 SetupDummy(s32 x0) { dx = 0; this->x0 = x0; this->xmin = x0; this->xmax = x0; Increment = 0; XMajor = false; Interp.Setup(0, 0, 0, 0); Interp.SetX(0); xcov_incr = 0; return x0; } constexpr s32 Setup(s32 x0, s32 x1, s32 y0, s32 y1, s32 w0, s32 w1, s32 y) { this->x0 = x0; this->y = y; if (x1 > x0) { this->xmin = x0; this->xmax = x1-1; this->Negative = false; } else if (x1 < x0) { this->xmin = x1; this->xmax = x0-1; this->Negative = true; } else { this->xmin = x0; this->xmax = this->xmin; this->Negative = false; } xlen = xmax+1 - xmin; ylen = y1 - y0; // slope increment has a 18-bit fractional part // note: for some reason, x/y isn't calculated directly, // instead, 1/y is calculated and then multiplied by x // TODO: this is still not perfect (see for example x=169 y=33) if (ylen == 0) Increment = 0; else if (ylen == xlen && xlen != 1) Increment = 0x40000; else { s32 yrecip = (1<<18) / ylen; Increment = (x1-x0) * yrecip; if (Increment < 0) Increment = -Increment; } XMajor = (Increment > 0x40000); if constexpr (side) { // right if (XMajor) dx = Negative ? (0x20000 + 0x40000) : (Increment - 0x20000); else if (Increment != 0) dx = Negative ? 0x40000 : 0; else dx = 0; } else { // left if (XMajor) dx = Negative ? ((Increment - 0x20000) + 0x40000) : 0x20000; else if (Increment != 0) dx = Negative ? 0x40000 : 0; else dx = 0; } dx += (y - y0) * Increment; s32 x = XVal(); int interpoffset = (Increment >= 0x40000) && (side ^ Negative); Interp.Setup(y0-interpoffset, y1-interpoffset, w0, w1); Interp.SetX(y); // used for calculating AA coverage if (XMajor) xcov_incr = (ylen << 10) / xlen; return x; } constexpr s32 Step() { dx += Increment; y++; s32 x = XVal(); Interp.SetX(y); return x; } constexpr s32 XVal() const { s32 ret = 0; if (Negative) ret = x0 - (dx >> 18); else ret = x0 + (dx >> 18); if (ret < xmin) ret = xmin; else if (ret > xmax) ret = xmax; return ret; } template constexpr void EdgeParams_XMajor(s32* length, s32* coverage) const { // only do length calc for right side when swapped as it's // only needed for aa calcs, as actual line spans are broken if constexpr (!swapped || side) { if (side ^ Negative) *length = (dx >> 18) - ((dx-Increment) >> 18); else *length = ((dx+Increment) >> 18) - (dx >> 18); } // for X-major edges, we return the coverage // for the first pixel, and the increment for // further pixels on the same scanline s32 startx = dx >> 18; if (Negative) startx = xlen - startx; if (side) startx = startx - *length + 1; s32 startcov = (((startx << 10) + 0x1FF) * ylen) / xlen; *coverage = (1<<31) | ((startcov & 0x3FF) << 12) | (xcov_incr & 0x3FF); if constexpr (swapped) *length = 1; } template constexpr void EdgeParams_YMajor(s32* length, s32* coverage) const { *length = 1; if (Increment == 0) { // for some reason vertical edges' aa values // are inverted too when the edges are swapped if constexpr (swapped) *coverage = 0; else *coverage = 31; } else { s32 cov = ((dx >> 9) + (Increment >> 10)) >> 4; if ((cov >> 5) != (dx >> 18)) cov = 31; cov &= 0x1F; if constexpr (swapped) { if (side ^ Negative) cov = 0x1F - cov; } else { if (!(side ^ Negative)) cov = 0x1F - cov; } *coverage = cov; } } template constexpr void EdgeParams(s32* length, s32* coverage) const { if (XMajor) return EdgeParams_XMajor(length, coverage); else return EdgeParams_YMajor(length, coverage); } s32 Increment; bool Negative; bool XMajor; Interpolator<1> Interp; private: s32 x0, xmin, xmax; s32 xlen, ylen; s32 dx; s32 y; s32 xcov_incr; s32 ycoverage, ycov_incr; }; template inline T ReadVRAM_Texture(u32 addr, const GPU& gpu) const { return *(T*)&gpu.VRAMFlat_Texture[addr & 0x7FFFF]; } template inline T ReadVRAM_TexPal(u32 addr, const GPU& gpu) const { return *(T*)&gpu.VRAMFlat_TexPal[addr & 0x1FFFF]; } u32 AlphaBlend(const GPU3D& gpu3d, u32 srccolor, u32 dstcolor, u32 alpha) const noexcept; struct RendererPolygon { Polygon* PolyData; Slope<0> SlopeL; Slope<1> SlopeR; s32 XL, XR; u32 CurVL, CurVR; u32 NextVL, NextVR; }; RendererPolygon PolygonList[2048]; void TextureLookup(const GPU& gpu, u32 texparam, u32 texpal, s16 s, s16 t, u16* color, u8* alpha) const; u32 RenderPixel(const GPU& gpu, const Polygon* polygon, u8 vr, u8 vg, u8 vb, s16 s, s16 t) const; void PlotTranslucentPixel(const GPU3D& gpu3d, u32 pixeladdr, u32 color, u32 z, u32 polyattr, u32 shadow); void SetupPolygonLeftEdge(RendererPolygon* rp, s32 y) const; void SetupPolygonRightEdge(RendererPolygon* rp, s32 y) const; void SetupPolygon(RendererPolygon* rp, Polygon* polygon) const; void RenderShadowMaskScanline(const GPU3D& gpu3d, RendererPolygon* rp, s32 y); void RenderPolygonScanline(const GPU& gpu, RendererPolygon* rp, s32 y); void RenderScanline(const GPU& gpu, s32 y, int npolys); u32 CalculateFogDensity(const GPU3D& gpu3d, u32 pixeladdr) const; void ScanlineFinalPass(const GPU3D& gpu3d, s32 y); void ClearBuffers(const GPU& gpu); void RenderPolygons(const GPU& gpu, bool threaded, Polygon** polygons, int npolys); void RenderThreadFunc(GPU& gpu); // buffer dimensions are 258x194 to add a offscreen 1px border // which simplifies edge marking tests // buffer is duplicated to keep track of the two topmost pixels // TODO: check if the hardware can accidentally plot pixels // offscreen in that border static constexpr int ScanlineWidth = 258; static constexpr int NumScanlines = 194; static constexpr int BufferSize = ScanlineWidth * NumScanlines; static constexpr int FirstPixelOffset = ScanlineWidth + 1; u32 ColorBuffer[BufferSize * 2]; u32 DepthBuffer[BufferSize * 2]; u32 AttrBuffer[BufferSize * 2]; // attribute buffer: // bit0-3: edge flags (left/right/top/bottom) // bit4: backfacing flag // bit8-12: antialiasing alpha // bit15: fog enable // bit16-21: polygon ID for translucent pixels // bit22: translucent flag // bit24-29: polygon ID for opaque pixels u8 StencilBuffer[256*2]; bool PrevIsShadowMask; bool Enabled; bool FrameIdentical; // threading bool Threaded; Platform::Thread* RenderThread; std::atomic_bool RenderThreadRunning; std::atomic_bool RenderThreadRendering; // Used by the main thread to tell the render thread to start rendering a frame Platform::Semaphore* Sema_RenderStart; // Used by the render thread to tell the main thread that it's done rendering a frame Platform::Semaphore* Sema_RenderDone; // Used to allow the main thread to read some scanlines // before (the 3D portion of) the entire frame is rasterized. Platform::Semaphore* Sema_ScanlineCount; }; }