Revert "N64: Optimise RSP transform code, reduces time from ~13.6 to ~11.1 ms on a moderately complex world with ~3,500 quads"

This reverts commit 9f939692118622088634ac8b067abb7cf8531aa4.
This commit is contained in:
UnknownShadow200 2025-07-18 22:26:16 +10:00
parent ecb058079c
commit b4989b62a1

View File

@ -11,8 +11,6 @@
#define zzzzZZZZ h2
#define wwwwWWWW h3
#define XYZ_CLIP_FLAGS 0x707 // Isolate -X/Y/Z and +X/Y/Z clipping flags
#define SCREEN_VTX_CS_POSi 0 // X, Y, Z, W (all 32-bit)
#define SCREEN_VTX_CS_POSf 8 // X, Y, Z, W (all 32-bit)
@ -27,10 +25,14 @@
#define SCREEN_VTX_INVW 36 // 32-bit
#define SCREEN_VTX_SIZE 40
#define V0_OFFSET 0 * SCREEN_VTX_SIZE
#define V1_OFFSET 1 * SCREEN_VTX_SIZE
#define V2_OFFSET 2 * SCREEN_VTX_SIZE
#define V3_OFFSET 3 * SCREEN_VTX_SIZE
//0-39 same as screenvtx
#define PRIM_VTX_TRCODE 40 // trivial-reject clipping flags (against -w/+w)
#define PRIM_VTX_SIZE 48
#define V0_OFFSET 0 * PRIM_VTX_SIZE
#define V1_OFFSET 1 * PRIM_VTX_SIZE
#define V2_OFFSET 2 * PRIM_VTX_SIZE
#define V3_OFFSET 3 * PRIM_VTX_SIZE
.data
@ -71,7 +73,7 @@ DRAW_TRI_RA: .word 0
.bss
.align 3
VERTEX_CACHE: .dcb.b SCREEN_VTX_SIZE * 4
VERTEX_CACHE: .dcb.b PRIM_VTX_SIZE * 4
.text
@ -162,6 +164,193 @@ GPUCmd_MatrixLoad:
#undef dst
.endfunc
.align 3
.func GPUCmd_DrawQuad
GPUCmd_DrawQuad:
#define vtx a0
#define mtx_ptr s0
#define src_ptr s4
#define v___ $v01
#define vmtx0_i $v16 // m00 m01 m02 m03
#define vmtx0_f $v17
#define vmtx1_i $v18 // m10 m11 m12 m13
#define vmtx1_f $v19
#define vmtx2_i $v20 // m20 m21 m22 m23
#define vmtx2_f $v21
#define vmtx3_i $v22 // m30 m31 m32 m03
#define vmtx3_f $v23
#define vpos $v24
#define vcol $v25
#define vtex $v26
#define vcspos_i $v28
#define vcspos_f $v29
#define x e0
#define y e1
#define z e2
#define w e3
addi src_ptr, rspq_dmem_buf_ptr, %lo(RSPQ_DMEM_BUFFER) - 64
li vtx, %lo(VERTEX_CACHE)
li mtx_ptr, %lo(GPU_MATRIX_MVP)
lqv vmtx0_i, 0x00,mtx_ptr // [m00.I m01.I m02.I m03.I m00.I m01.I m02.I m03.I]
lqv vmtx1_i, 0x10,mtx_ptr // etc
lqv vmtx2_i, 0x20,mtx_ptr
lqv vmtx3_i, 0x30,mtx_ptr
lqv vmtx0_f, 0x40,mtx_ptr
lqv vmtx1_f, 0x50,mtx_ptr
lqv vmtx2_f, 0x60,mtx_ptr
lqv vmtx3_f, 0x70,mtx_ptr
### VERTEX 0
ldv vpos.e0, 0, src_ptr // Load v0 X, Y, Z
ldv vpos.e4, 16, src_ptr // Load v1 X, Y, Z
# matrix multiply
vmudn v___, vmtx0_f, vpos.xxxxXXXX
vmadh v___, vmtx0_i, vpos.xxxxXXXX
vmadn v___, vmtx1_f, vpos.yyyyYYYY
vmadh v___, vmtx1_i, vpos.yyyyYYYY
vmadn v___, vmtx2_f, vpos.zzzzZZZZ
vmadh v___, vmtx2_i, vpos.zzzzZZZZ
vmadn v___, vmtx3_f, ONE_W
vmadh vcspos_i, vmtx3_i, ONE_W
vmadn vcspos_f, vzero, vzero
llv vcol.e0, 8, src_ptr // Load v0 RGBA
llv vtex.e0, 12, src_ptr // Load v0 U, V
llv vcol.e2, 24, src_ptr // Load v1 RGBA
llv vtex.e2, 28, src_ptr // Load v1 U, V
# 32-bit right shift by 5, to keep the clip space coordinates unscaled
vmudm vcspos_i, vcspos_i, K2048
vmadl vcspos_f, vcspos_f, K2048
slv vcol.e0, SCREEN_VTX_RGBA + V0_OFFSET, vtx
slv vtex.e0, SCREEN_VTX_S_T + V0_OFFSET, vtx
slv vcol.e2, SCREEN_VTX_RGBA + V1_OFFSET, vtx
slv vtex.e2, SCREEN_VTX_S_T + V1_OFFSET, vtx
# Calculate and store clipping flags against CS.W.
# These will be used for trivial rejections.
vch v___, vcspos_i, vcspos_i.wwwwWWWW
vcl v___, vcspos_f, vcspos_f.wwwwWWWW
cfc2 t0, COP2_CTRL_VCC
sdv vcspos_i.e0, SCREEN_VTX_CS_POSi + V0_OFFSET, vtx
sdv vcspos_f.e0, SCREEN_VTX_CS_POSf + V0_OFFSET, vtx
sdv vcspos_i.e4, SCREEN_VTX_CS_POSi + V1_OFFSET, vtx
sdv vcspos_f.e4, SCREEN_VTX_CS_POSf + V1_OFFSET, vtx
###################### VERTEX 2
ldv vpos.e0, 32, src_ptr // Load v2 X, Y, Z
ldv vpos.e4, 48, src_ptr // Load v3 X, Y, Z
andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
andi t2, t2, 0x7 // Isolate lo clip flags
or t2, t1 // Merge clip flags (compressed to 6 bits)
# matrix multiply
vmudn v___, vmtx0_f, vpos.xxxxXXXX
vmadh v___, vmtx0_i, vpos.xxxxXXXX
vmadn v___, vmtx1_f, vpos.yyyyYYYY
sb t2, (PRIM_VTX_TRCODE + V0_OFFSET)(vtx)
vmadh v___, vmtx1_i, vpos.yyyyYYYY
srl t0, t0, 4
vmadn v___, vmtx2_f, vpos.zzzzZZZZ
andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
vmadh v___, vmtx2_i, vpos.zzzzZZZZ
srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
vmadn v___, vmtx3_f, ONE_W
andi t2, t2, 0x7 // Isolate lo clip flags
vmadh vcspos_i, vmtx3_i, ONE_W
or t2, t1 // Merge clip flags (compressed to 6 bits)
vmadn vcspos_f, vzero, vzero
sb t2, (PRIM_VTX_TRCODE + V1_OFFSET)(vtx)
llv vcol.e4, 40, src_ptr # Load v2 RGBA
llv vtex.e4, 44, src_ptr # Load v2 U, V
llv vcol.e6, 56, src_ptr # Load v3 RGBA
llv vtex.e6, 60, src_ptr # Load v3 U, V
# 32-bit right shift by 5, to keep the clip space coordinates unscaled
vmudm vcspos_i, vcspos_i, K2048
vmadl vcspos_f, vcspos_f, K2048
slv vcol.e4, SCREEN_VTX_RGBA + V2_OFFSET, vtx
slv vtex.e4, SCREEN_VTX_S_T + V2_OFFSET, vtx
slv vcol.e6, SCREEN_VTX_RGBA + V3_OFFSET, vtx
slv vtex.e6, SCREEN_VTX_S_T + V3_OFFSET, vtx
# Calculate and store clipping flags against CS.W.
# These will be used for trivial rejections.
vch v___, vcspos_i, vcspos_i.wwwwWWWW
vcl v___, vcspos_f, vcspos_f.wwwwWWWW
cfc2 t0, COP2_CTRL_VCC
sdv vcspos_i.e0, SCREEN_VTX_CS_POSi + V2_OFFSET, vtx
sdv vcspos_f.e0, SCREEN_VTX_CS_POSf + V2_OFFSET, vtx
andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
andi t2, t2, 0x7 // Isolate lo clip flags
or t2, t1 // Merge clip flags (compressed to 6 bits)
sb t2, (PRIM_VTX_TRCODE + V2_OFFSET)(vtx)
###################### VERTEX 3
sdv vcspos_i.e4, SCREEN_VTX_CS_POSi + V3_OFFSET, vtx
sdv vcspos_f.e4, SCREEN_VTX_CS_POSf + V3_OFFSET, vtx
srl t0, t0, 4
andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
andi t2, t2, 0x7 // Isolate lo clip flags
or t2, t1 // Merge clip flags (compressed to 6 bits)
sb t2, (PRIM_VTX_TRCODE + V3_OFFSET)(vtx)
# now do the actual drawing
li a1, %lo(VERTEX_CACHE) + V0_OFFSET
li a2, %lo(VERTEX_CACHE) + V1_OFFSET
jal GPUCmd_DrawTriangle
li a3, %lo(VERTEX_CACHE) + V2_OFFSET
li a1, %lo(VERTEX_CACHE) + V0_OFFSET
li a2, %lo(VERTEX_CACHE) + V2_OFFSET
jal GPUCmd_DrawTriangle
li a3, %lo(VERTEX_CACHE) + V3_OFFSET
j RSPQ_Loop
nop
#undef src_ptr
#undef vtx
#undef x
#undef y
#undef z
#undef w
#undef v___
#undef vmtx0_i
#undef vmtx0_f
#undef vmtx1_i
#undef vmtx1_f
#undef vmtx2_i
#undef vmtx2_f
#undef vmtx3_i
#undef vmtx3_f
#undef vpos
#undef vcspos_i
#undef vcspos_f
.endfunc
################################################################
# GL_CalcScreenSpace
#
@ -318,12 +507,18 @@ GL_TnL:
#undef vst_i
#undef vst_f
lbu t0, PRIM_VTX_TRCODE(vtx)
slv vst, SCREEN_VTX_S_T, vtx
ldv vcspos_f, SCREEN_VTX_CS_POSf,vtx
jal GL_CalcScreenSpace
ldv vcspos_i, SCREEN_VTX_CS_POSi,vtx
# Mark this vertex as having T&L applied
ori t0, 0x80
jal GL_CalcScreenSpace
sb t0, PRIM_VTX_TRCODE(vtx)
j GL_CalcClipCodes
move ra, ra2
@ -342,238 +537,53 @@ GL_TnL:
.endfunc
.align 3
.func GPUCmd_DrawQuad
GPUCmd_DrawQuad:
#define vtx a0
#define mtx_ptr s0
#define src_ptr s4
.func GPUCmd_DrawTriangle
GPUCmd_DrawTriangle:
#define vtx1 a1
#define vtx2 a2
#define vtx3 a3
#define trcode1 t6
#define trcode2 t7
#define trcode3 t8
sw ra, %lo(DRAW_TRI_RA) # TODO find a register for this
#define v___ $v01
#define vmtx0_i $v16 // m00 m01 m02 m03
#define vmtx0_f $v17
#define vmtx1_i $v18 // m10 m11 m12 m13
#define vmtx1_f $v19
#define vmtx2_i $v20 // m20 m21 m22 m23
#define vmtx2_f $v21
#define vmtx3_i $v22 // m30 m31 m32 m03
#define vmtx3_f $v23
#define vpos $v24
#define vcol $v25
#define vtex $v26
#define vcspos_i $v28
#define vcspos_f $v29
#define tmp t0
#define v0_cflags t1
#define v1_cflags t2
#define v2_cflags t3
#define v3_cflags t4
addi src_ptr, rspq_dmem_buf_ptr, %lo(RSPQ_DMEM_BUFFER) - 64
li vtx, %lo(VERTEX_CACHE)
li mtx_ptr, %lo(GPU_MATRIX_MVP)
lqv vmtx0_i, 0x00,mtx_ptr // [m00.I m01.I m02.I m03.I m00.I m01.I m02.I m03.I]
lqv vmtx1_i, 0x10,mtx_ptr // etc
lqv vmtx2_i, 0x20,mtx_ptr
lqv vmtx3_i, 0x30,mtx_ptr
lqv vmtx0_f, 0x40,mtx_ptr
lqv vmtx1_f, 0x50,mtx_ptr
lqv vmtx2_f, 0x60,mtx_ptr
lqv vmtx3_f, 0x70,mtx_ptr
// ########################
// Vertex 0 and 1 transform
// ########################
ldv vpos.e0, 0, src_ptr // Load v0 X, Y, Z
ldv vpos.e4, 16, src_ptr // Load v1 X, Y, Z
// matrix multiply
vmudn v___, vmtx0_f, vpos.xxxxXXXX
vmadh v___, vmtx0_i, vpos.xxxxXXXX
vmadn v___, vmtx1_f, vpos.yyyyYYYY
vmadh v___, vmtx1_i, vpos.yyyyYYYY
vmadn v___, vmtx2_f, vpos.zzzzZZZZ
vmadh v___, vmtx2_i, vpos.zzzzZZZZ
vmadn v___, vmtx3_f, ONE_W
vmadh vcspos_i, vmtx3_i, ONE_W
vmadn vcspos_f, vzero, vzero
llv vcol.e0, 8, src_ptr // Load v0 RGBA
llv vtex.e0, 12, src_ptr // Load v0 U, V
llv vcol.e2, 24, src_ptr // Load v1 RGBA
llv vtex.e2, 28, src_ptr // Load v1 U, V
# 32-bit right shift by 5, to keep the clip space coordinates unscaled
vmudm vcspos_i, vcspos_i, K2048
vmadl vcspos_f, vcspos_f, K2048
slv vcol.e0, SCREEN_VTX_RGBA + V0_OFFSET, vtx
slv vtex.e0, SCREEN_VTX_S_T + V0_OFFSET, vtx
slv vcol.e2, SCREEN_VTX_RGBA + V1_OFFSET, vtx
slv vtex.e2, SCREEN_VTX_S_T + V1_OFFSET, vtx
# Calculate and store clipping flags against CS.W.
# These will be used for trivial rejections.
vch v___, vcspos_i, vcspos_i.wwwwWWWW
vcl v___, vcspos_f, vcspos_f.wwwwWWWW
cfc2 tmp, COP2_CTRL_VCC
sdv vcspos_i.e0, SCREEN_VTX_CS_POSi + V0_OFFSET, vtx
sdv vcspos_f.e0, SCREEN_VTX_CS_POSf + V0_OFFSET, vtx
sdv vcspos_i.e4, SCREEN_VTX_CS_POSi + V1_OFFSET, vtx
sdv vcspos_f.e4, SCREEN_VTX_CS_POSf + V1_OFFSET, vtx
// ########################
// Vertex 2 and 3 transform
// ########################
ldv vpos.e0, 32, src_ptr // Load v2 X, Y, Z
ldv vpos.e4, 48, src_ptr // Load v3 X, Y, Z
andi v0_cflags, tmp, XYZ_CLIP_FLAGS
srl tmp, tmp, 4
andi v1_cflags, tmp, XYZ_CLIP_FLAGS
# matrix multiply
vmudn v___, vmtx0_f, vpos.xxxxXXXX
vmadh v___, vmtx0_i, vpos.xxxxXXXX
vmadn v___, vmtx1_f, vpos.yyyyYYYY
vmadh v___, vmtx1_i, vpos.yyyyYYYY
vmadn v___, vmtx2_f, vpos.zzzzZZZZ
vmadh v___, vmtx2_i, vpos.zzzzZZZZ
vmadn v___, vmtx3_f, ONE_W
vmadh vcspos_i, vmtx3_i, ONE_W
vmadn vcspos_f, vzero, vzero
llv vcol.e4, 40, src_ptr # Load v2 RGBA
llv vtex.e4, 44, src_ptr # Load v2 U, V
llv vcol.e6, 56, src_ptr # Load v3 RGBA
llv vtex.e6, 60, src_ptr # Load v3 U, V
# 32-bit right shift by 5, to keep the clip space coordinates unscaled
vmudm vcspos_i, vcspos_i, K2048
vmadl vcspos_f, vcspos_f, K2048
slv vcol.e4, SCREEN_VTX_RGBA + V2_OFFSET, vtx
slv vtex.e4, SCREEN_VTX_S_T + V2_OFFSET, vtx
slv vcol.e6, SCREEN_VTX_RGBA + V3_OFFSET, vtx
slv vtex.e6, SCREEN_VTX_S_T + V3_OFFSET, vtx
# Calculate and store clipping flags against CS.W.
# These will be used for trivial rejections.
vch v___, vcspos_i, vcspos_i.wwwwWWWW
vcl v___, vcspos_f, vcspos_f.wwwwWWWW
cfc2 tmp, COP2_CTRL_VCC
sdv vcspos_i.e0, SCREEN_VTX_CS_POSi + V2_OFFSET, vtx
sdv vcspos_f.e0, SCREEN_VTX_CS_POSf + V2_OFFSET, vtx
sdv vcspos_i.e4, SCREEN_VTX_CS_POSi + V3_OFFSET, vtx
sdv vcspos_f.e4, SCREEN_VTX_CS_POSf + V3_OFFSET, vtx
andi v2_cflags, tmp, XYZ_CLIP_FLAGS
srl tmp, tmp, 4
andi v3_cflags, tmp, XYZ_CLIP_FLAGS
#undef src_ptr
#undef vtx
#undef v___
#undef vmtx0_i
#undef vmtx0_f
#undef vmtx1_i
#undef vmtx1_f
#undef vmtx2_i
#undef vmtx2_f
#undef vmtx3_i
#undef vmtx3_f
#undef vpos
#undef vcspos_i
#undef vcspos_f
#define vtx1 a1
#define vtx2 a2
#define vtx3 a3
#define vtx4 a0
// ########################
// Trivial rejection check
// ########################
// If for any plane, all 4 vertices are outside the plane,
// then the quad is out of the viewport and can be trivially rejected
and tmp, v0_cflags, v1_cflags
and tmp, v2_cflags
and tmp, v3_cflags
bnez tmp, JrRa
# Trivial reject: if all the vertices are out of the same plane (at least one),
# the triangle is out of the viewport.
# NOTE: This deliberately uses lb instead of lbu so the sign bit is extended.
# The MSB of each TR-code is a bit flag that is set if the vertex has already
# had T&L applied once.
lb trcode1, PRIM_VTX_TRCODE(vtx1)
lb trcode2, PRIM_VTX_TRCODE(vtx2)
lb trcode3, PRIM_VTX_TRCODE(vtx3)
and t0, trcode1, trcode2
and t0, trcode3
andi t0, 0x3F
bnez t0, JrRa
nop
// ########################
// Perform rest of T&L
// ########################
jal GL_TnL
li s3, %lo(VERTEX_CACHE) + V0_OFFSET
jal GL_TnL
li s3, %lo(VERTEX_CACHE) + V1_OFFSET
jal GL_TnL
li s3, %lo(VERTEX_CACHE) + V2_OFFSET
jal GL_TnL
li s3, %lo(VERTEX_CACHE) + V3_OFFSET
# Perform T&L for each vertex if we haven't already
bgezal trcode1, GL_TnL
move s3, vtx1
// ########################
// Guardband check
// ########################
// Check if all vertices fit within guardband
lbu v0_cflags, (%lo(VERTEX_CACHE) + V0_OFFSET + SCREEN_VTX_CLIP_CODE)(zero)
lbu v1_cflags, (%lo(VERTEX_CACHE) + V1_OFFSET + SCREEN_VTX_CLIP_CODE)(zero)
lbu v2_cflags, (%lo(VERTEX_CACHE) + V2_OFFSET + SCREEN_VTX_CLIP_CODE)(zero)
lbu v3_cflags, (%lo(VERTEX_CACHE) + V3_OFFSET + SCREEN_VTX_CLIP_CODE)(zero)
bgezal trcode2, GL_TnL
move s3, vtx2
or tmp, v0_cflags, v1_cflags
or tmp, v2_cflags
or tmp, v3_cflags
bgezal trcode3, GL_TnL
move s3, vtx3
beqz tmp, DrawQuadForRDP
nop
#undef tmp
#undef v0_cflags
#undef v1_cflags
#undef v2_cflags
#undef v3_cflags
// ########################
// Clipped triangle path
// ########################
// If not, go with slow clipping path
# now do the actual drawing
li a1, %lo(VERTEX_CACHE) + V0_OFFSET
li a2, %lo(VERTEX_CACHE) + V1_OFFSET
jal DrawClippedTriangle
li a3, %lo(VERTEX_CACHE) + V2_OFFSET
li a1, %lo(VERTEX_CACHE) + V0_OFFSET
li a2, %lo(VERTEX_CACHE) + V2_OFFSET
jal DrawClippedTriangle
li a3, %lo(VERTEX_CACHE) + V3_OFFSET
j RSPQ_Loop
nop
.endfunc
################################################################
# DrawClippedTriangle - Breaks a triangle into one or more clipped tris
################################################################
.func DrawClippedTriangle
DrawClippedTriangle:
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)
or t5, t0, t1
or t5, t2
move s1, zero
jal GL_ClipTriangle
beqz t5, gl_draw_single_triangle
move s2, zero
jal GL_ClipTriangle
nop
beqz v1, gl_draw_triangle_end
addi s2, -6
lhu s5, 0(s1)
@ -602,42 +612,11 @@ gl_draw_triangle_end:
lw ra, %lo(DRAW_TRI_RA)
jr ra
nop
.endfunc
################################################################
# DrawQuadForRDP - Draws two triangles for a quad
################################################################
.func DrawQuadForRDP
DrawQuadForRDP:
lhu a0, %lo(GL_TRI_CMD)
lh v0, %lo(GL_TRI_CULL)
li a1, %lo(VERTEX_CACHE) + V0_OFFSET + SCREEN_VTX_X
li a2, %lo(VERTEX_CACHE) + V1_OFFSET + SCREEN_VTX_X
li a3, %lo(VERTEX_CACHE) + V2_OFFSET + SCREEN_VTX_X
jal RDPQ_Triangle
li s3, %lo(RDPQ_CMD_STAGING)
jal RDPQ_Send
li s4, %lo(RDPQ_CMD_STAGING)
lhu a0, %lo(GL_TRI_CMD)
lh v0, %lo(GL_TRI_CULL)
li a1, %lo(VERTEX_CACHE) + V2_OFFSET + SCREEN_VTX_X
li a2, %lo(VERTEX_CACHE) + V3_OFFSET + SCREEN_VTX_X
li a3, %lo(VERTEX_CACHE) + V0_OFFSET + SCREEN_VTX_X
jal RDPQ_Triangle
li s3, %lo(RDPQ_CMD_STAGING)
jal RDPQ_Send
li s4, %lo(RDPQ_CMD_STAGING)
j RSPQ_Loop
nop
.endfunc
#undef vtx1
#undef vtx2
#undef vtx3
.endfunc
#include "rsp_gpu_clipping.inc"
#include <rsp_rdpq.inc>