mirror of
https://git.h3cjp.net/H3cJP/yuzu.git
synced 2024-11-14 12:42:52 +00:00
Rasterizer: Common sub-expression elimination
Move the computation of some values out of loops so that they're not constantly recalculated even when they don't change.
This commit is contained in:
parent
7e9bc85cc8
commit
2012e1420f
|
@ -106,6 +106,14 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||||
int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
|
int bias1 = IsRightSideOrFlatBottomEdge(vtxpos[1].xy(), vtxpos[2].xy(), vtxpos[0].xy()) ? -1 : 0;
|
||||||
int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
|
int bias2 = IsRightSideOrFlatBottomEdge(vtxpos[2].xy(), vtxpos[0].xy(), vtxpos[1].xy()) ? -1 : 0;
|
||||||
|
|
||||||
|
const Math::Vec3<float24> w_inverse = Math::MakeVec(
|
||||||
|
float24::FromFloat32(1.0f) / v0.pos.w,
|
||||||
|
float24::FromFloat32(1.0f) / v1.pos.w,
|
||||||
|
float24::FromFloat32(1.0f) / v2.pos.w);
|
||||||
|
|
||||||
|
auto textures = registers.GetTextures();
|
||||||
|
auto tev_stages = registers.GetTevStages();
|
||||||
|
|
||||||
// TODO: Not sure if looping through x first might be faster
|
// TODO: Not sure if looping through x first might be faster
|
||||||
for (u16 y = min_y; y < max_y; y += 0x10) {
|
for (u16 y = min_y; y < max_y; y += 0x10) {
|
||||||
for (u16 x = min_x; x < max_x; x += 0x10) {
|
for (u16 x = min_x; x < max_x; x += 0x10) {
|
||||||
|
@ -129,6 +137,11 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||||
if (w0 < 0 || w1 < 0 || w2 < 0)
|
if (w0 < 0 || w1 < 0 || w2 < 0)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
|
||||||
|
float24::FromFloat32(static_cast<float>(w1)),
|
||||||
|
float24::FromFloat32(static_cast<float>(w2)));
|
||||||
|
float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
|
||||||
|
|
||||||
// Perspective correct attribute interpolation:
|
// Perspective correct attribute interpolation:
|
||||||
// Attribute values cannot be calculated by simple linear interpolation since
|
// Attribute values cannot be calculated by simple linear interpolation since
|
||||||
// they are not linear in screen space. For example, when interpolating a
|
// they are not linear in screen space. For example, when interpolating a
|
||||||
|
@ -145,19 +158,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||||
//
|
//
|
||||||
// The generalization to three vertices is straightforward in baricentric coordinates.
|
// The generalization to three vertices is straightforward in baricentric coordinates.
|
||||||
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
|
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
|
||||||
auto attr_over_w = Math::MakeVec(attr0 / v0.pos.w,
|
auto attr_over_w = Math::MakeVec(attr0, attr1, attr2) * w_inverse;
|
||||||
attr1 / v1.pos.w,
|
|
||||||
attr2 / v2.pos.w);
|
|
||||||
auto w_inverse = Math::MakeVec(float24::FromFloat32(1.f) / v0.pos.w,
|
|
||||||
float24::FromFloat32(1.f) / v1.pos.w,
|
|
||||||
float24::FromFloat32(1.f) / v2.pos.w);
|
|
||||||
auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
|
|
||||||
float24::FromFloat32(static_cast<float>(w1)),
|
|
||||||
float24::FromFloat32(static_cast<float>(w2)));
|
|
||||||
|
|
||||||
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
|
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
|
||||||
float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
|
return interpolated_attr_over_w * interpolated_w_inverse;
|
||||||
return interpolated_attr_over_w / interpolated_w_inverse;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
Math::Vec4<u8> primary_color{
|
Math::Vec4<u8> primary_color{
|
||||||
|
@ -177,7 +180,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||||
|
|
||||||
Math::Vec4<u8> texture_color[3]{};
|
Math::Vec4<u8> texture_color[3]{};
|
||||||
for (int i = 0; i < 3; ++i) {
|
for (int i = 0; i < 3; ++i) {
|
||||||
auto texture = registers.GetTextures()[i];
|
const auto& texture = textures[i];
|
||||||
if (!texture.enabled)
|
if (!texture.enabled)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
|
@ -219,7 +222,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||||
// with some basic arithmetic. Alpha combiners can be configured separately but work
|
// with some basic arithmetic. Alpha combiners can be configured separately but work
|
||||||
// analogously.
|
// analogously.
|
||||||
Math::Vec4<u8> combiner_output;
|
Math::Vec4<u8> combiner_output;
|
||||||
for (auto tev_stage : registers.GetTevStages()) {
|
for (const auto& tev_stage : tev_stages) {
|
||||||
using Source = Regs::TevStageConfig::Source;
|
using Source = Regs::TevStageConfig::Source;
|
||||||
using ColorModifier = Regs::TevStageConfig::ColorModifier;
|
using ColorModifier = Regs::TevStageConfig::ColorModifier;
|
||||||
using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
|
using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
|
||||||
|
|
Loading…
Reference in a new issue