PS1: Avoid loading xyz onto stack and then into GTE, instead load to GTE directly

This commit is contained in:
UnknownShadow200 2025-03-10 11:33:45 +11:00
parent f9a8fa8ea9
commit 09059e2c1d

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@ -273,8 +273,8 @@ static int VRAM_CalcPage(int line) {
typedef struct GPUTexture {
cc_uint16 width, height;
cc_uint8 u_shift, v_shift;
cc_uint16 line, tpage;
cc_uint8 xOffset, yOffset;
cc_uint16 tpage, line;
} GPUTexture;
static GPUTexture textures[TEXTURES_MAX_COUNT];
static GPUTexture* curTex;
@ -436,8 +436,9 @@ void Gfx_DeleteIb(GfxResourceID* ib) { }
*-------------------------------------------------------Vertex buffers----------------------------------------------------*
*#########################################################################################################################*/
// Preprocess vertex buffers into optimised layout for PS1
struct PS1VertexColoured { int x, y, z; unsigned rgbc; };
struct PS1VertexTextured { int x, y, z; unsigned rgbc; int u, v; };
// XYZ is stored in optimised form for 3D rendering and 2D rendering
struct PS1VertexColoured { SVECTOR xyz; short xx, yy; unsigned rgbc; };
struct PS1VertexTextured { SVECTOR xyz; short xx, yy; unsigned rgbc; int u, v; };
static VertexFormat buf_fmt;
static int buf_count;
@ -494,9 +495,15 @@ static void PreprocessTexturedVertices(void) {
// X = value * tex_size / 1024
for (int i = 0; i < buf_count; i++, src++, dst++)
{
dst->x = XYZFixed(src->x);
dst->y = XYZFixed(src->y);
dst->z = XYZFixed(src->z);
int x = XYZFixed(src->x);
int y = XYZFixed(src->y);
int z = XYZFixed(src->z);
dst->xyz.vx = x;
dst->xyz.vy = y;
dst->xyz.vz = z;
dst->xx = x >> 8;
dst->yy = y >> 8;
u = src->U * 0.99f;
if(src->V == 1.0f)
@ -528,9 +535,15 @@ static void PreprocessColouredVertices(void) {
for (int i = 0; i < buf_count; i++, src++, dst++)
{
dst->x = XYZFixed(src->x);
dst->y = XYZFixed(src->y);
dst->z = XYZFixed(src->z);
int x = XYZFixed(src->x);
int y = XYZFixed(src->y);
int z = XYZFixed(src->z);
dst->xyz.vx = x;
dst->xyz.vy = y;
dst->xyz.vz = z;
dst->xx = x >> 8;
dst->yy = y >> 8;
int R = PackedCol_R(src->Col);
int G = PackedCol_G(src->Col);
@ -697,15 +710,15 @@ static void DrawColouredQuads2D(int verticesCount, int startVertex) {
for (int i = 0; i < verticesCount; i += 4, v += 4)
{
struct CC_POLY_FT4* poly = new_primitive(sizeof(struct CC_POLY_FT4));
if (!poly) return;
if (!poly) break;
setlen(poly, POLY_LEN_F4);
poly->rgbc = v->rgbc;
poly->x0 = XYZInteger(v[1].x); poly->y0 = XYZInteger(v[1].y);
poly->x1 = XYZInteger(v[0].x); poly->y1 = XYZInteger(v[0].y);
poly->x2 = XYZInteger(v[2].x); poly->y2 = XYZInteger(v[2].y);
poly->x3 = XYZInteger(v[3].x); poly->y3 = XYZInteger(v[3].y);
poly->x0 = v[1].xx; poly->y0 = v[1].yy;
poly->x1 = v[0].xx; poly->y1 = v[0].yy;
poly->x2 = v[2].xx; poly->y2 = v[2].yy;
poly->x3 = v[3].xx; poly->y3 = v[3].yy;
if (lastPoly) {
setaddr(poly, getaddr(lastPoly)); setaddr(lastPoly, poly);
@ -724,17 +737,17 @@ static void DrawTexturedQuads2D(int verticesCount, int startVertex) {
for (int i = 0; i < verticesCount; i += 4, v += 4)
{
struct CC_POLY_FT4* poly = new_primitive(sizeof(struct CC_POLY_FT4));
if (!poly) return;
if (!poly) break;
setlen(poly, POLY_LEN_FT4);
poly->rgbc = v->rgbc;
poly->tpage = curTex->tpage;
poly->clut = 0;
poly->x0 = XYZInteger(v[1].x); poly->y0 = XYZInteger(v[1].y);
poly->x1 = XYZInteger(v[0].x); poly->y1 = XYZInteger(v[0].y);
poly->x2 = XYZInteger(v[2].x); poly->y2 = XYZInteger(v[2].y);
poly->x3 = XYZInteger(v[3].x); poly->y3 = XYZInteger(v[3].y);
poly->x0 = v[1].xx; poly->y0 = v[1].yy;
poly->x1 = v[0].xx; poly->y1 = v[0].yy;
poly->x2 = v[2].xx; poly->y2 = v[2].yy;
poly->x3 = v[3].xx; poly->y3 = v[3].yy;
poly->u0 = (v[1].u >> uShift) + uOffset;
poly->v0 = (v[1].v >> vShift) + vOffset;
@ -764,18 +777,12 @@ static void DrawColouredQuads3D(int verticesCount, int startVertex) {
struct PS1VertexColoured* v2 = &v[2];
struct PS1VertexColoured* v3 = &v[3];
SVECTOR coord[4];
struct CC_POLY_F4* poly = new_primitive(sizeof(struct CC_POLY_F4));
if (!poly) return;
if (!poly) break;
setlen(poly, POLY_LEN_F4);
poly->rgbc = v0->rgbc;
coord[0].vx = v0->x; coord[0].vy = v0->y; coord[0].vz = v0->z;
coord[1].vx = v1->x; coord[1].vy = v1->y; coord[1].vz = v1->z;
coord[2].vx = v2->x; coord[2].vy = v2->y; coord[2].vz = v2->z;
coord[3].vx = v3->x; coord[3].vy = v3->y; coord[3].vz = v3->z;
gte_ldv3(&coord[0], &coord[1], &coord[3]);
poly->rgbc = v0->rgbc;
gte_ldv3(&v0->xyz, &v1->xyz, &v3->xyz);
gte_rtpt();
// Calculate Z depth
@ -787,7 +794,7 @@ static void DrawColouredQuads3D(int verticesCount, int startVertex) {
gte_stsxy0( &poly->x0 );
gte_stsxy1( &poly->x1 );
gte_stsxy2( &poly->x2 );
gte_ldv0( &coord[2] );
gte_ldv0( &v2->xyz );
gte_rtps();
gte_stsxy( &poly->x3 );
@ -807,16 +814,12 @@ static void DrawTexturedQuads3D(int verticesCount, int startVertex) {
SVECTOR coord[4];
struct CC_POLY_FT4* poly = new_primitive(sizeof(struct CC_POLY_FT4));
if (!poly) return;
if (!poly) break;
setlen(poly, POLY_LEN_FT4);
poly->rgbc = v0->rgbc | blend_mode;
coord[0].vx = v0->x; coord[0].vy = v0->y; coord[0].vz = v0->z;
coord[1].vx = v1->x; coord[1].vy = v1->y; coord[1].vz = v1->z;
coord[2].vx = v2->x; coord[2].vy = v2->y; coord[2].vz = v2->z;
coord[3].vx = v3->x; coord[3].vy = v3->y; coord[3].vz = v3->z;
gte_ldv3(&coord[0], &coord[1], &coord[3]);
gte_ldv3(&v0->xyz, &v1->xyz, &v3->xyz);
gte_rtpt();
// Check for backface culling
@ -833,7 +836,7 @@ static void DrawTexturedQuads3D(int verticesCount, int startVertex) {
gte_stsxy0( &poly->x0 );
gte_stsxy1( &poly->x1 );
gte_stsxy2( &poly->x2 );
gte_ldv0( &coord[2] );
gte_ldv0( &v2->xyz );
gte_rtps();
gte_stsxy( &poly->x3 );