N64: Slightly optimise clipping path

This commit is contained in:
UnknownShadow200 2025-07-19 10:35:28 +10:00
parent 952824356e
commit 00a1a49405

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@ -66,7 +66,6 @@ GL_STATE:
.align 4
CLIP_CODE_FACTORS: .half 1, 1, GUARD_BAND_FACTOR, GUARD_BAND_FACTOR
DRAW_TRI_RA: .word 0
.bss
.align 3
@ -371,6 +370,7 @@ GPUCmd_DrawQuad:
#define v1_cflags t2
#define v2_cflags t3
#define v3_cflags t4
// t5 is used by GL_ClipTriangle
addi src_ptr, rspq_dmem_buf_ptr, %lo(RSPQ_DMEM_BUFFER) - 64
li vtx, %lo(VERTEX_CACHE)
@ -491,12 +491,7 @@ GPUCmd_DrawQuad:
#undef vpos
#undef vcspos_i
#undef vcspos_f
#define vtx1 a1
#define vtx2 a2
#define vtx3 a3
#define vtx4 a0
#undef vcspos_f
// ########################
// Trivial rejection check
@ -534,54 +529,41 @@ GPUCmd_DrawQuad:
or tmp, v2_cflags
or tmp, v3_cflags
beqz tmp, DrawQuadForRDP
nop
#undef tmp
#undef v0_cflags
#undef v1_cflags
#undef v2_cflags
#undef v3_cflags
// If all 4 vertices are inside guardband, no need to clip
beqz tmp, DrawQuadForRDP
move t5, tmp // GL_ClipTriangle expects this in t5 instead
#undef tmp
// ###########################
// Slow clipped triangle path
// Slow clipped triangles path
// ###########################
li a1, %lo(VERTEX_CACHE) + V0_OFFSET
li a2, %lo(VERTEX_CACHE) + V1_OFFSET
li a3, %lo(VERTEX_CACHE) + V2_OFFSET
jal DrawClippedQuad
li a0, %lo(VERTEX_CACHE) + V3_OFFSET
#define vtx1 a1
#define vtx2 a2
#define vtx3 a3
#define vtx4 a0
j RSPQ_Loop
nop
.endfunc
################################################################
# DrawClippedTriangle - Breaks a triangle into one or more clipped tris
################################################################
.func DrawClippedQuad
DrawClippedQuad:
sw ra, %lo(DRAW_TRI_RA) // TODO find a register for this
lbu t0, SCREEN_VTX_CLIP_CODE(vtx1)
lbu t1, SCREEN_VTX_CLIP_CODE(vtx2)
lbu t2, SCREEN_VTX_CLIP_CODE(vtx3)
lbu t3, SCREEN_VTX_CLIP_CODE(vtx4)
or t5, t0, t1
or t5, t2
or t5, t3
li vtx1, %lo(VERTEX_CACHE) + V0_OFFSET
li vtx2, %lo(VERTEX_CACHE) + V1_OFFSET
li vtx3, %lo(VERTEX_CACHE) + V2_OFFSET
li vtx4, %lo(VERTEX_CACHE) + V3_OFFSET
// t5 = which guardband planes need to be clipped against
move s1, zero
jal GL_ClipTriangle
move s2, zero
beqz v1, gl_draw_triangle_end
addi s2, -6
lhu s5, 0(s1)
lhu s5, 0(s1)
gl_draw_clipped_triangles_loop:
move vtx1, s5
lhu vtx2, 2(s1)
lhu vtx3, 4(s1)
lhu vtx2, 2(s1)
lhu vtx3, 4(s1)
gl_draw_single_triangle:
addi vtx1, SCREEN_VTX_X
@ -591,17 +573,16 @@ gl_draw_single_triangle:
lhu a0, %lo(GL_TRI_CMD)
lh v0, %lo(GL_TRI_CULL)
jal RDPQ_Triangle
li s3, %lo(RDPQ_CMD_STAGING)
li s3, %lo(RDPQ_CMD_STAGING)
jal RDPQ_Send
li s4, %lo(RDPQ_CMD_STAGING)
li s4, %lo(RDPQ_CMD_STAGING)
blt s1, s2, gl_draw_clipped_triangles_loop
blt s1, s2, gl_draw_clipped_triangles_loop
addi s1, 2
gl_draw_triangle_end:
lw ra, %lo(DRAW_TRI_RA)
jr ra
j RSPQ_Loop
nop
.endfunc