PS2: Draw coloured vertices in same way as textured ones

This commit is contained in:
UnknownShadow200 2024-06-23 13:00:46 +10:00
parent c591415e7c
commit e493d80671
3 changed files with 87 additions and 91 deletions

View File

@ -15,6 +15,8 @@
.type LoadClipScaleFactors,%function
.global TransformTexturedQuad
.type TransformTexturedQuad,%function
.global TransformColouredQuad
.type TransformColouredQuad,%function
# Loads matrix into VU0 registers
# $a0 = addresss of mvp
@ -36,6 +38,7 @@ LoadClipScaleFactors:
.macro TransformVertex1
# TRANSFORM VERTEX 1
lqc2 $vf10, 0x00($a2) # IN = tmp
vmulaw $ACC, $vf4, $vf0 # ACC[xyzw] = mvp.row3[xyzw] * 1.0f; (vf0.w is 1)
vmaddax $ACC, $vf1, $vf10 # ACC[xyzw] = ACC[xyzw] + mvp.row0[xyzw] * IN.x
@ -47,6 +50,11 @@ LoadClipScaleFactors:
.endm
.macro TransformVertex2
# STORE CLIP FLAGS 1 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x00($a3) # clip_flags[0] = t0
# TRANSFORM VERTEX 2
lqc2 $vf12, 0x00($a2) # IN = tmp
vmulaw $ACC, $vf4, $vf0 # ACC[xyzw] = mvp.row3[xyzw] * 1.0f; (vf0.w is 1)
vmaddax $ACC, $vf1, $vf12 # ACC[xyzw] = ACC[xyzw] + mvp.row0[xyzw] * IN.x
@ -58,6 +66,11 @@ LoadClipScaleFactors:
.endm
.macro TransformVertex3
# STORE CLIP FLAGS 2 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x04($a3) # clip_flags[1] = t0
# TRANSFORM VERTEX 3
lqc2 $vf14, 0x00($a2) # IN = tmp
vmulaw $ACC, $vf4, $vf0 # ACC[xyzw] = mvp.row3[xyzw] * 1.0f; (vf0.w is 1)
vmaddax $ACC, $vf1, $vf14 # ACC[xyzw] = ACC[xyzw] + mvp.row0[xyzw] * IN.x
@ -69,6 +82,11 @@ LoadClipScaleFactors:
.endm
.macro TransformVertex4
# STORE CLIP FLAGS 3 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x08($a3) # clip_flags[2] = t0
# TRANSFORM VERTEX 4
lqc2 $vf16, 0x00($a2) # IN = tmp
vmulaw $ACC, $vf4, $vf0 # ACC[xyzw] = mvp.row3[xyzw] * 1.0f; (vf0.w is 1)
vmaddax $ACC, $vf1, $vf16 # ACC[xyzw] = ACC[xyzw] + mvp.row0[xyzw] * IN.x
@ -78,6 +96,25 @@ LoadClipScaleFactors:
vclipw.xyz $vf16, $vf16 # CLIP_FLAGS.append(CLIP(TMP.xyz, TMP.w))
.endm
.macro TransformFinish
# Vertex output
# dst[0] = V0 (done by TransformVertex1)
# dst[1] = V1 (done by TransformVertex2)
# dst[2] = V2 (done by TransformVertex3)
# dst[3] = V2
# dst[4] = V3
# dst[5] = V0
sqc2 $vf15, 0x30($a1) # dst[3] = TRANSFORMED(V2)
sqc2 $vf17, 0x40($a1) # dst[4] = TRANSFORMED(V3)
sqc2 $vf11, 0x50($a1) # dst[5] = TRANSFORMED(V0)
vnop # adjust for delay
# STORE CLIP FLAGS 4 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x0C($a3) # clip_flags[3] = t0
.endm
# Transforms 4 vertices with size of 24 bytes
# $a0 = addresss of src vertices
# $a1 = addresss of dst vertices
@ -93,7 +130,6 @@ TransformTexturedQuad:
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x08($a0) # t0 = src[0].z
sw $t0,0x08($a2) # tmp.z = t0
# TRANSFORM VERTEX 1
TransformVertex1
# LOAD VERTEX 2
@ -101,10 +137,6 @@ TransformTexturedQuad:
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x20($a0) # t0 = src[1].z
sw $t0,0x08($a2) # tmp.z = t0
# STORE CLIP FLAGS 1 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x00($a3) # clip_flags[0] = t0
# TRANSFORM VERTEX 2
TransformVertex2
# LOAD VERTEX 3
@ -112,10 +144,6 @@ TransformTexturedQuad:
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x38($a0) # t0 = src[2].z
sw $t0,0x08($a2) # tmp.z = t0
# STORE CLIP FLAGS 2 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x04($a3) # clip_flags[1] = t0
# TRANSFORM VERTEX 3
TransformVertex3
# LOAD VERTEX 4
@ -123,31 +151,53 @@ TransformTexturedQuad:
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x50($a0) # t0 = src[3].z
sw $t0,0x08($a2) # tmp.z = t0
# STORE CLIP FLAGS 3 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x08($a3) # clip_flags[2] = t0
# TRANSFORM VERTEX 4
TransformVertex4
# Desired output
# dst[0] = V0
# dst[1] = V1
# dst[2] = V2
# dst[3] = V2
# dst[4] = V3
# dst[5] = V0
sqc2 $vf15, 0x30($a1) # dst[3] = TRANSFORMED(V2)
sqc2 $vf17, 0x40($a1) # dst[4] = TRANSFORMED(V3)
sqc2 $vf11, 0x50($a1) # dst[5] = TRANSFORMED(V0)
vnop # adjust for delay
# STORE CLIP FLAGS 4 RESULT
cfc2 $t0, $18 # t0 = VP0_REGS[CLIP_FLAGS]
sw $t0,0x0C($a3) # clip_flags[3] = t0
TransformFinish
jr $ra
nop
.align 4
# Transforms 4 vertices with size of 16 bytes
# $a0 = addresss of src vertices
# $a1 = addresss of dst vertices
# $a2 = address of tmp vertex
# $a3 = address of clip flags
TransformColouredQuad:
# LOAD 1.0 into W
lw $t0,ONE_VALUE # t0 = 1.0f
sw $t0,0x0C($a2) # tmp.w = f5
# LOAD VERTEX 1
ld $t0,0x00($a0) # t0 = src[0].x,y
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x08($a0) # t0 = src[0].z
sw $t0,0x08($a2) # tmp.z = t0
TransformVertex1
# LOAD VERTEX 2
ld $t0,0x10($a0) # t0 = src[1].x,y
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x18($a0) # t0 = src[1].z
sw $t0,0x08($a2) # tmp.z = t0
TransformVertex2
# LOAD VERTEX 3
ld $t0,0x20($a0) # t0 = src[2].x,y
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x28($a0) # t0 = src[2].z
sw $t0,0x08($a2) # tmp.z = t0
TransformVertex3
# LOAD VERTEX 4
ld $t0,0x30($a0) # t0 = src[3].x,y
sd $t0,0x00($a2) # tmp.x,y = t0
lw $t0,0x38($a0) # t0 = src[3].z
sw $t0,0x08($a2) # tmp.z = t0
TransformVertex4
TransformFinish
jr $ra
nop
.global ONE_VALUE
ONE_VALUE: .float 1.0

View File

@ -521,53 +521,6 @@ void Gfx_SetVertexFormat(VertexFormat fmt) {
formatDirty = true;
}
static cc_bool NotClipped(VU0_VECTOR pos) {
// The code below clips to the viewport clip planes
// For e.g. X this is [2048 - vp_width / 2, 2048 + vp_width / 2]
// However the guard band itself ranges from 0 to 4096
// To reduce need to clip, clip against guard band on X/Y axes instead
/*return
xAdj >= -pos.w && xAdj <= pos.w &&
yAdj >= -pos.w && yAdj <= pos.w &&
pos.z >= -pos.w && pos.z <= pos.w;*/
// Rescale clip planes to guard band extent:
// X/W * vp_hwidth <= vp_hwidth -- clipping against viewport
// X/W <= 1
// X <= W
// X/W * vp_hwidth <= 2048 -- clipping against guard band
// X/W <= 2048 / vp_hwidth
// X * vp_hwidth / 2048 <= W
float xAdj = pos.x * (vp_hwidth/2048);
float yAdj = pos.y * (vp_hheight/2048);
// X/W * vp_hwidth <= 2048
//
// Clip X/Y to INSIDE the guard band regions
return
xAdj > -pos.w && xAdj < pos.w &&
yAdj > -pos.w && yAdj < pos.w &&
pos.z >= -pos.w && pos.z <= pos.w;
}
static void TransformVertex(void* raw, VU0_VECTOR* dst) {
Vec3* pos = raw;
VU0_VECTOR coord; coord.x = pos->x; coord.y = pos->y; coord.z = pos->z; coord.w = 1.0f;
asm __volatile__ (
"lqc2 $vf8, 0x00(%0) \n" // vf8 = coord
"vmulaw $ACC, $vf4, $vf0\n" // ACC[xyzw] = mvp.row3[xyzw] * 1.0f; (vf0.w is 1)
"vmaddax $ACC, $vf1, $vf8\n" // ACC[xyzw] = ACC[xyzw] + mvp.row0[xyzw] * coord.x
"vmadday $ACC, $vf2, $vf8\n" // ACC[xyzw] = ACC[xyzw] + mvp.row2[xyzw] * coord.y
"vmaddz $vf9, $vf3, $vf8\n" // vf9[xyzw] = ACC[xyzw] + mvp.row3[xyzw] * coord.z
"sqc2 $vf9, 0x00(%1) \n" // dst = vf9
:
: "r" (&coord), "r" (dst)
: "memory"
);
}
//#define VCopy(dst, src) dst.x = vp_hwidth * (1 + src.x / src.w); dst.y = vp_hheight * (1 - src.y / src.w); dst.z = src.z / src.w; dst.w = src.w;
static xyz_t FinishVertex(VU0_VECTOR* src, float invW) {
float x = vp_hwidth * (src->x * invW);
@ -640,6 +593,7 @@ static u64* DrawTexturedTriangle(u64* dw, VU0_VECTOR* coords,
}
extern void TransformTexturedQuad(void* src, VU0_VECTOR* dst, VU0_VECTOR* tmp, int* clip_flags);
extern void TransformColouredQuad(void* src, VU0_VECTOR* dst, VU0_VECTOR* tmp, int* clip_flags);
static void DrawTexturedTriangles(int verticesCount, int startVertex) {
struct VertexTextured* v = (struct VertexTextured*)gfx_vertices + startVertex;
@ -685,29 +639,20 @@ static void DrawColouredTriangles(int verticesCount, int startVertex) {
u64* dw = (u64*)q;
unsigned numVerts = 0;
VU0_VECTOR V[4];
VU0_VECTOR V[6], tmp;
int clip[4];
for (int i = 0; i < verticesCount / 4; i++, v += 4)
{
TransformVertex(v + 0, &V[0]);
TransformVertex(v + 1, &V[1]);
TransformVertex(v + 2, &V[2]);
TransformVertex(v + 3, &V[3]);
TransformColouredQuad(v, V, &tmp, clip);
// V0, V1, V2
if (NotClipped(V[0]) && NotClipped(V[1]) && NotClipped(V[2])) {
if (((clip[0] | clip[1] | clip[2]) & 0x3F) == 0) {
dw = DrawColouredTriangle(dw, V, v + 0, v + 1, v + 2);
numVerts += 3;
}
VU0_VECTOR v0 = V[0];
V[0] = V[2];
V[1] = V[3];
V[2] = v0;
// V2, V3, V0
if (NotClipped(V[0]) && NotClipped(V[1]) && NotClipped(V[2])) {
dw = DrawColouredTriangle(dw, V, v + 2, v + 3, v + 0);
if (((clip[2] | clip[3] | clip[0]) & 0x3F) == 0) {
dw = DrawColouredTriangle(dw, V + 3, v + 2, v + 3, v + 0);
numVerts += 3;
}
}

View File

@ -541,6 +541,7 @@ static void InitSDCard(void) {
if (sd_blockdev_for_partition(0, &sd_dev, &partition_type)) {
Platform_LogConst("Unable to find first partition on SD card"); return;
}
Platform_Log1("Found SD card (partitioned using: %b)", &partition_type);
if (fs_fat_init()) {
Platform_LogConst("Failed to init FAT filesystem"); return;