mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-30 20:34:24 +01:00
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 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
|
||||
for (u16 y = min_y; y < max_y; y += 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)
|
||||
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:
|
||||
// Attribute values cannot be calculated by simple linear interpolation since
|
||||
// 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.
|
||||
auto GetInterpolatedAttribute = [&](float24 attr0, float24 attr1, float24 attr2) {
|
||||
auto attr_over_w = Math::MakeVec(attr0 / v0.pos.w,
|
||||
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)));
|
||||
|
||||
auto attr_over_w = Math::MakeVec(attr0, attr1, attr2) * w_inverse;
|
||||
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{
|
||||
@ -177,7 +180,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
|
||||
Math::Vec4<u8> texture_color[3]{};
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
auto texture = registers.GetTextures()[i];
|
||||
const auto& texture = textures[i];
|
||||
if (!texture.enabled)
|
||||
continue;
|
||||
|
||||
@ -219,7 +222,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
|
||||
// with some basic arithmetic. Alpha combiners can be configured separately but work
|
||||
// analogously.
|
||||
Math::Vec4<u8> combiner_output;
|
||||
for (auto tev_stage : registers.GetTevStages()) {
|
||||
for (const auto& tev_stage : tev_stages) {
|
||||
using Source = Regs::TevStageConfig::Source;
|
||||
using ColorModifier = Regs::TevStageConfig::ColorModifier;
|
||||
using AlphaModifier = Regs::TevStageConfig::AlphaModifier;
|
||||
|
Loading…
Reference in New Issue
Block a user