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author | Autechre | 2020-04-24 20:43:46 +0200 |
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committer | GitHub | 2020-04-24 20:43:46 +0200 |
commit | e68fbed7dafaca7b3099deb81c4cebc32f97138f (patch) | |
tree | c8714aab28845eab2eba183d841c36b65354b64e /plugins/gpu_unai/gpu_inner.h | |
parent | 3c4ac5bb44b41d23eec217369eaa34f4e155f733 (diff) | |
parent | 335c38318d8bc32477a67633cba2a3292a6020dc (diff) | |
download | pcsx_rearmed-e68fbed7dafaca7b3099deb81c4cebc32f97138f.tar.gz pcsx_rearmed-e68fbed7dafaca7b3099deb81c4cebc32f97138f.tar.bz2 pcsx_rearmed-e68fbed7dafaca7b3099deb81c4cebc32f97138f.zip |
Merge pull request #397 from justinweiss/arm-lighting-blending
unai: Add ARM-optimized lighting / blending functions
Diffstat (limited to 'plugins/gpu_unai/gpu_inner.h')
-rw-r--r-- | plugins/gpu_unai/gpu_inner.h | 68 |
1 files changed, 45 insertions, 23 deletions
diff --git a/plugins/gpu_unai/gpu_inner.h b/plugins/gpu_unai/gpu_inner.h index 723e09f..76479f9 100644 --- a/plugins/gpu_unai/gpu_inner.h +++ b/plugins/gpu_unai/gpu_inner.h @@ -48,12 +48,29 @@ //#include "gpu_inner_blend.h" //#endif -// TODO: use the arm-optimized gpu_inner_blends for arm builds #include "gpu_inner_blend.h" - #include "gpu_inner_quantization.h" #include "gpu_inner_light.h" +#ifdef __arm__ +#include "gpu_inner_blend_arm.h" +#include "gpu_inner_light_arm.h" +#define gpuBlending gpuBlendingARM +#define gpuLightingRGB gpuLightingRGBARM +#define gpuLightingTXT gpuLightingTXTARM +#define gpuLightingTXTGouraud gpuLightingTXTGouraudARM +// Non-dithering lighting and blending functions preserve uSrc +// MSB. This saves a few operations and useless load/stores. +#define MSB_PRESERVED (!CF_DITHER) +#else +#define gpuBlending gpuBlendingGeneric +#define gpuLightingRGB gpuLightingRGBGeneric +#define gpuLightingTXT gpuLightingTXTGeneric +#define gpuLightingTXTGouraud gpuLightingTXTGouraudGeneric +#define MSB_PRESERVED 0 +#endif + + // If defined, Gouraud colors are fixed-point 5.11, otherwise they are 8.16 // This is only for debugging/verification of low-precision colors in C. // Low-precision Gouraud is intended for use by SIMD-optimized inner drivers @@ -140,10 +157,10 @@ static u8* gpuPixelSpanFn(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len) else { *(u16*)pDst = col; } } } else { - u16 uDst = *(u16*)pDst; + uint_fast16_t uDst = *(u16*)pDst; if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; } - u16 uSrc = col; + uint_fast16_t uSrc = col; if (CF_BLEND) uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst); @@ -166,11 +183,11 @@ static u8* gpuPixelSpanFn(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len) else { *(u16*)pDst = col; } } } else { - u16 uDst = *(u16*)pDst; + uint_fast16_t uDst = *(u16*)pDst; if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; } col = gpuGouraudColor15bpp(r, g, b); - u16 uSrc = col; + uint_fast16_t uSrc = col; // Blend func can save an operation if it knows uSrc MSB is // unset. For untextured prims, this is always true. @@ -276,7 +293,7 @@ static void gpuTileSpanFn(u16 *pDst, u32 count, u16 data) // unset. For untextured prims, this is always true. const bool skip_uSrc_mask = true; - u16 uSrc, uDst; + uint_fast16_t uSrc, uDst; do { if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; } @@ -339,10 +356,11 @@ static void gpuSpriteSpanFn(u16 *pDst, u32 count, u8* pTxt, u32 u0) { // Blend func can save an operation if it knows uSrc MSB is unset. // Untextured prims can always skip (source color always comes with MSB=0). - // For textured prims, lighting funcs always return it unset. (bonus!) - const bool skip_uSrc_mask = (!CF_TEXTMODE) || CF_LIGHT; + // For textured prims, the generic lighting funcs always return it unset. (bonus!) + const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT; - u16 uSrc, uDst, srcMSB; + uint_fast16_t uSrc, uDst, srcMSB; + bool should_blend; u32 u0_mask = gpu_unai.TextureWindow[2]; u8 r5, g5, b5; @@ -384,12 +402,14 @@ static void gpuSpriteSpanFn(u16 *pDst, u32 count, u8* pTxt, u32 u0) if (CF_LIGHT) uSrc = gpuLightingTXT(uSrc, r5, g5, b5); - if (CF_BLEND && srcMSB) + should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB; + + if (CF_BLEND && should_blend) uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst); - if (CF_MASKSET) { *pDst = uSrc | 0x8000; } - else if (CF_BLEND || CF_LIGHT) { *pDst = uSrc | srcMSB; } - else { *pDst = uSrc; } + if (CF_MASKSET) { *pDst = uSrc | 0x8000; } + else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; } + else { *pDst = uSrc; } endsprite: u0 += (CF_TEXTMODE==3) ? 2 : 1; @@ -466,8 +486,9 @@ static void gpuPolySpanFn(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count) { // Blend func can save an operation if it knows uSrc MSB is unset. // Untextured prims can always skip this (src color MSB is always 0). - // For textured prims, lighting funcs always return it unset. (bonus!) - const bool skip_uSrc_mask = (!CF_TEXTMODE) || CF_LIGHT; + // For textured prims, the generic lighting funcs always return it unset. (bonus!) + const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT; + bool should_blend; u32 bMsk; if (CF_BLITMASK) bMsk = gpu_unai.blit_mask; @@ -478,7 +499,7 @@ static void gpuPolySpanFn(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count) // UNTEXTURED, NO GOURAUD const u16 pix15 = gpu_unai.PixelData; do { - u16 uSrc, uDst; + uint_fast16_t uSrc, uDst; // NOTE: Don't enable CF_BLITMASK pixel skipping (speed hack) // on untextured polys. It seems to do more harm than good: see @@ -507,7 +528,7 @@ endpolynotextnogou: u32 l_gInc = gpu_unai.gInc; do { - u16 uDst, uSrc; + uint_fast16_t uDst, uSrc; // See note in above loop regarding CF_BLITMASK //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolynotextgou; } @@ -545,7 +566,7 @@ endpolynotextgou: { // TEXTURED - u16 uDst, uSrc, srcMSB; + uint_fast16_t uDst, uSrc, srcMSB; //senquack - note: original UNAI code had gpu_unai.{u4/v4} packed into // one 32-bit unsigned int, but this proved to lose too much accuracy @@ -632,13 +653,14 @@ endpolynotextgou: uSrc = gpuLightingTXT(uSrc, r5, g5, b5); } - if (CF_BLEND && srcMSB) + should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB; + if (CF_BLEND && should_blend) uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst); } - if (CF_MASKSET) { *pDst = uSrc | 0x8000; } - else if (CF_BLEND || CF_LIGHT) { *pDst = uSrc | srcMSB; } - else { *pDst = uSrc; } + if (CF_MASKSET) { *pDst = uSrc | 0x8000; } + else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; } + else { *pDst = uSrc; } endpolytext: pDst++; l_u = (l_u + l_u_inc) & l_u_msk; |