Navigation Menu

Skip to content

Commit

Permalink
VideoCommon: Rework scissor handling
Browse files Browse the repository at this point in the history
This increases accuracy, fixing the white rendering in Major Minor's Majestic March.  However, the hardware backends can only have one viewport and scissor rectangle at a time, while sometimes multiple are needed to accurately emulate what is happening.  If possible, this will need to be fixed later.
  • Loading branch information
Pokechu22 committed Apr 16, 2022
1 parent 4595b89 commit 076392a
Show file tree
Hide file tree
Showing 6 changed files with 284 additions and 49 deletions.
2 changes: 1 addition & 1 deletion Source/Core/VideoBackends/OGL/OGLRender.cpp
Expand Up @@ -958,7 +958,7 @@ void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable,
glDepthMask(m_current_depth_state.updateenable);

// Scissor rect must be restored.
BPFunctions::SetScissor();
BPFunctions::SetScissorAndViewport();
}

void Renderer::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
Expand Down
195 changes: 160 additions & 35 deletions Source/Core/VideoCommon/BPFunctions.cpp
Expand Up @@ -7,6 +7,7 @@
#include <cmath>
#include <string_view>

#include "Common/Assert.h"
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"

Expand Down Expand Up @@ -37,48 +38,172 @@ void SetGenerationMode()
g_vertex_manager->SetRasterizationStateChanged();
}

void SetScissor()
int ScissorRect::GetArea() const
{
/* NOTE: the minimum value here for the scissor rect is -342.
* GX SDK functions internally add an offset of 342 to scissor coords to
* ensure that the register was always unsigned.
*
* The code that was here before tried to "undo" this offset, but
* since we always take the difference, the +342 added to both
* sides cancels out. */

/* NOTE: With a positive scissor offset, the scissor rect is shifted left and/or up;
* With a negative scissor offset, the scissor rect is shifted right and/or down.
*
* GX SDK functions internally add an offset of 342 to scissor offset.
* The scissor offset is always even, so to save space, the scissor offset register
* is scaled down by 2. So, if somebody calls GX_SetScissorBoxOffset(20, 20);
* the registers will be set to ((20 + 342) / 2 = 181, 181).
*
* The scissor offset register is 10bit signed [-512, 511].
* e.g. In Super Mario Galaxy 1 and 2, during the "Boss roar effect",
* for a scissor offset of (0, -464), the scissor offset register will be set to
* (171, (-464 + 342) / 2 = -61).
*/
s32 xoff = bpmem.scissorOffset.x * 2;
s32 yoff = bpmem.scissorOffset.y * 2;
return rect.GetWidth() * rect.GetHeight();
}

int ScissorResult::GetViewportArea(const ScissorRect& rect) const
{
int x0 = std::clamp<int>(rect.rect.left + rect.x_off, viewport_left, viewport_right);
int x1 = std::clamp<int>(rect.rect.right + rect.x_off, viewport_left, viewport_right);

int y0 = std::clamp<int>(rect.rect.top + rect.y_off, viewport_top, viewport_bottom);
int y1 = std::clamp<int>(rect.rect.bottom + rect.y_off, viewport_top, viewport_bottom);

return (x1 - x0) * (y1 - y0);
}

// Compare so that a sorted collection of rectangles has the best one last, so that if they're drawn
// in order, the best one is the one that is drawn last (and thus over the rest).
// The exact iteration order on hardware hasn't been tested, but silly things can happen where a
// polygon can intersect with itself; this only applies outside of the viewport region (in areas
// that would normally be affected by clipping). No game is known to care about this.
bool ScissorResult::IsWorse(const ScissorRect& lhs, const ScissorRect& rhs) const
{
// First, penalize any rect that is not in the viewport
int lhs_area = GetViewportArea(lhs);
int rhs_area = GetViewportArea(rhs);

if (lhs_area != rhs_area)
return lhs_area < rhs_area;

// Now compare on total areas, without regard for the viewport
return lhs.GetArea() < rhs.GetArea();
}

namespace
{
// Dynamically sized small array of ScissorRanges (used as an heap-less alternative to std::vector
// to reduce allocation overhead)
struct RangeList
{
static constexpr u32 MAX_RANGES = 9;

MathUtil::Rectangle<int> native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
native_rc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
u32 m_num_ranges = 0;
std::array<ScissorRange, MAX_RANGES> m_ranges{};

auto target_rc = g_renderer->ConvertEFBRectangle(native_rc);
void AddRange(int offset, int start, int end)
{
DEBUG_ASSERT(m_num_ranges < MAX_RANGES);
m_ranges[m_num_ranges] = ScissorRange(offset, start, end);
m_num_ranges++;
}
auto begin() const { return m_ranges.begin(); }
auto end() const { return m_ranges.begin() + m_num_ranges; }

u32 size() { return m_num_ranges; }
};

static RangeList ComputeScissorRanges(int start, int end, int offset, int efb_dim)
{
RangeList ranges;

for (int extra_off = -4096; extra_off <= 4096; extra_off += 1024)
{
int new_off = offset + extra_off;
int new_start = std::clamp(start - new_off, 0, efb_dim);
int new_end = std::clamp(end - new_off + 1, 0, efb_dim);
if (new_start < new_end)
{
ranges.AddRange(new_off, new_start, new_end);
}
}

return ranges;
}
} // namespace

ScissorResult::ScissorResult(const BPMemory& bpmemory, const XFMemory& xfmemory)
: ScissorResult(bpmemory,
std::minmax(xfmemory.viewport.xOrig - xfmemory.viewport.wd,
xfmemory.viewport.xOrig + xfmemory.viewport.wd),
std::minmax(xfmemory.viewport.yOrig - xfmemory.viewport.ht,
xfmemory.viewport.yOrig + xfmemory.viewport.ht))
{
}
ScissorResult::ScissorResult(const BPMemory& bpmemory, std::pair<float, float> viewport_x,
std::pair<float, float> viewport_y)
: scissor_tl{.hex = bpmemory.scissorTL.hex}, scissor_br{.hex = bpmemory.scissorBR.hex},
scissor_off{.hex = bpmemory.scissorOffset.hex}, viewport_left(viewport_x.first),
viewport_right(viewport_x.second), viewport_top(viewport_y.first),
viewport_bottom(viewport_y.second)
{
// Range is [left, right] and [top, bottom] (closed intervals)
const int left = scissor_tl.x;
const int right = scissor_br.x;
const int top = scissor_tl.y;
const int bottom = scissor_br.y;
// When left > right or top > bottom, nothing renders (even with wrapping from the offsets)
if (left > right || top > bottom)
return;

// Note that both the offsets and the coordinates have 342 added to them internally by GX
// functions (for the offsets, this is before they are divided by 2/right shifted). This code
// could undo both sets of offsets, but it doesn't need to since they cancel out when subtracting
// (and those offsets actually matter for the left > right and top > bottom checks).
const int x_off = scissor_off.x << 1;
const int y_off = scissor_off.y << 1;

RangeList x_ranges = ComputeScissorRanges(left, right, x_off, EFB_WIDTH);
RangeList y_ranges = ComputeScissorRanges(top, bottom, y_off, EFB_HEIGHT);

m_result.reserve(x_ranges.size() * y_ranges.size());

// Now we need to form actual rectangles from the x and y ranges,
// which is a simple Cartesian product of x_ranges_clamped and y_ranges_clamped.
// Each rectangle is also a Cartesian product of x_range and y_range, with
// the rectangles being half-open (of the form [x0, x1) X [y0, y1)).
for (const auto& x_range : x_ranges)
{
DEBUG_ASSERT(x_range.start < x_range.end);
DEBUG_ASSERT(x_range.end <= EFB_WIDTH);
for (const auto& y_range : y_ranges)
{
DEBUG_ASSERT(y_range.start < y_range.end);
DEBUG_ASSERT(y_range.end <= EFB_HEIGHT);
m_result.emplace_back(x_range, y_range);
}
}

auto cmp = [&](const ScissorRect& lhs, const ScissorRect& rhs) { return IsWorse(lhs, rhs); };
std::sort(m_result.begin(), m_result.end(), cmp);
}

ScissorRect ScissorResult::Best() const
{
// For now, simply choose the best rectangle (see ScissorResult::IsWorse).
// This does mean we calculate all rectangles and only choose one, which is not optimal, but this
// is called infrequently. Eventually, all backends will support multiple scissor rects.
if (!m_result.empty())
{
return m_result.back();
}
else
{
// But if we have no rectangles, use a bogus one that's out of bounds.
// Ideally, all backends will support multiple scissor rects, in which case this won't be
// needed.
return ScissorRect(ScissorRange{0, 1000, 1001}, ScissorRange{0, 1000, 1001});
}
}

ScissorResult ComputeScissorRects()
{
return ScissorResult{bpmem, xfmem};
}

void SetScissorAndViewport()
{
auto native_rc = ComputeScissorRects().Best();

auto target_rc = g_renderer->ConvertEFBRectangle(native_rc.rect);
auto converted_rc =
g_renderer->ConvertFramebufferRectangle(target_rc, g_renderer->GetCurrentFramebuffer());
g_renderer->SetScissorRect(converted_rc);
}

void SetViewport()
{
const s32 xoff = bpmem.scissorOffset.x * 2;
const s32 yoff = bpmem.scissorOffset.y * 2;
float raw_x = xfmem.viewport.xOrig - xfmem.viewport.wd - xoff;
float raw_y = xfmem.viewport.yOrig + xfmem.viewport.ht - yoff;
float raw_x = (xfmem.viewport.xOrig - native_rc.x_off) - xfmem.viewport.wd;
float raw_y = (xfmem.viewport.yOrig - native_rc.y_off) + xfmem.viewport.ht;
float raw_width = 2.0f * xfmem.viewport.wd;
float raw_height = -2.0f * xfmem.viewport.ht;
if (g_ActiveConfig.UseVertexRounding())
Expand Down
123 changes: 119 additions & 4 deletions Source/Core/VideoCommon/BPFunctions.h
Expand Up @@ -7,16 +7,131 @@

#pragma once

#include "Common/MathUtil.h"
#include <utility>
#include <vector>

struct BPCmd;
#include "Common/MathUtil.h"
#include "VideoCommon/BPMemory.h"
struct XFMemory;

namespace BPFunctions
{
struct ScissorRange
{
constexpr ScissorRange() = default;
constexpr ScissorRange(int offset, int start, int end) : offset(offset), start(start), end(end) {}
int offset = 0;
int start = 0;
int end = 0;
};

struct ScissorRect
{
constexpr ScissorRect(ScissorRange x_range, ScissorRange y_range)
: // Rectangle ctor takes x0, y0, x1, y1.
rect(x_range.start, y_range.start, x_range.end, y_range.end), x_off(x_range.offset),
y_off(y_range.offset)
{
}

MathUtil::Rectangle<int> rect;
int x_off;
int y_off;

int GetArea() const;
};

// Although the GameCube/Wii have only one scissor configuration and only one viewport
// configuration, some values can result in multiple parts of the screen being updated.
// This can happen if the scissor offset combined with the bottom or right coordinate ends up
// exceeding 1024; then, both sides of the screen will be drawn to, while the middle is not.
// Major Minor's Majestic March causes this to happen during loading screens and other scrolling
// effects, though it draws on top of one of them.
// This can also happen if the scissor rectangle is particularly large, but this will usually
// involve drawing content outside of the viewport, which Dolphin does not currently handle.
//
// The hardware backends can currently only use one viewport and scissor rectangle, so we need to
// pick the "best" rectangle based on how much of the viewport would be rendered to the screen.
// If we choose the wrong one, then content might not actually show up when the game is expecting it
// to. This does happen on Major Minor's Majestic March for the final few frames of the horizontal
// scrolling animation, but it isn't that important. Note that the assumption that a "best"
// rectangle exists is based on games only wanting to draw one rectangle, and accidentally
// configuring the scissor offset and size of the scissor rectangle such that multiple show up;
// there are no known games where this is not the case.
struct ScissorResult
{
ScissorResult(const BPMemory& bpmem, const XFMemory& xfmem);
~ScissorResult() = default;
ScissorResult(const ScissorResult& other)
: scissor_tl{.hex = other.scissor_tl.hex}, scissor_br{.hex = other.scissor_br.hex},
scissor_off{.hex = other.scissor_off.hex}, viewport_left{other.viewport_left},
viewport_right{other.viewport_right}, viewport_top{other.viewport_top},
viewport_bottom{other.viewport_bottom}, m_result{other.m_result}
{
}
ScissorResult& operator=(const ScissorResult& other)
{
if (this == &other)
return *this;
scissor_tl.hex = other.scissor_tl.hex;
scissor_br.hex = other.scissor_br.hex;
scissor_off.hex = other.scissor_off.hex;
viewport_left = other.viewport_left;
viewport_right = other.viewport_right;
viewport_top = other.viewport_top;
viewport_bottom = other.viewport_bottom;
m_result = other.m_result;
return *this;
}
ScissorResult(ScissorResult&& other)
: scissor_tl{.hex = other.scissor_tl.hex}, scissor_br{.hex = other.scissor_br.hex},
scissor_off{.hex = other.scissor_off.hex}, viewport_left{other.viewport_left},
viewport_right{other.viewport_right}, viewport_top{other.viewport_top},
viewport_bottom{other.viewport_bottom}, m_result{std::move(other.m_result)}
{
}
ScissorResult& operator=(ScissorResult&& other)
{
if (this == &other)
return *this;
scissor_tl.hex = other.scissor_tl.hex;
scissor_br.hex = other.scissor_br.hex;
scissor_off.hex = other.scissor_off.hex;
viewport_left = other.viewport_left;
viewport_right = other.viewport_right;
viewport_top = other.viewport_top;
viewport_bottom = other.viewport_bottom;
m_result = std::move(other.m_result);
return *this;
}

// Input values, for use in statistics
ScissorPos scissor_tl;
ScissorPos scissor_br;
ScissorOffset scissor_off;
float viewport_left;
float viewport_right;
float viewport_top;
float viewport_bottom;

// Actual result
std::vector<ScissorRect> m_result;

ScissorRect Best() const;

private:
ScissorResult(const BPMemory& bpmem, std::pair<float, float> viewport_x,
std::pair<float, float> viewport_y);

int GetViewportArea(const ScissorRect& rect) const;
bool IsWorse(const ScissorRect& lhs, const ScissorRect& rhs) const;
};

ScissorResult ComputeScissorRects();

void FlushPipeline();
void SetGenerationMode();
void SetScissor();
void SetViewport();
void SetScissorAndViewport();
void SetDepthMode();
void SetBlendMode();
void ClearScreen(const MathUtil::Rectangle<int>& rc);
Expand Down
5 changes: 1 addition & 4 deletions Source/Core/VideoCommon/BPStructs.cpp
Expand Up @@ -131,8 +131,6 @@ static void BPWritten(const BPCmd& bp, int cycles_into_future)
case BPMEM_SCISSORTL: // Scissor Rectable Top, Left
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
case BPMEM_SCISSOROFFSET: // Scissor Offset
SetScissor();
SetViewport();
VertexShaderManager::SetViewportChanged();
GeometryShaderManager::SetViewportChanged();
return;
Expand Down Expand Up @@ -1272,8 +1270,7 @@ void BPReload()
// let's not risk actually replaying any writes.
// note that PixelShaderManager is already covered since it has its own DoState.
SetGenerationMode();
SetScissor();
SetViewport();
SetScissorAndViewport();
SetDepthMode();
SetBlendMode();
OnPixelFormatChange();
Expand Down
6 changes: 2 additions & 4 deletions Source/Core/VideoCommon/RenderBase.cpp
Expand Up @@ -160,8 +160,7 @@ void Renderer::EndUtilityDrawing()
{
// Reset framebuffer/scissor/viewport. Pipeline will be reset at next draw.
g_framebuffer_manager->BindEFBFramebuffer();
BPFunctions::SetScissor();
BPFunctions::SetViewport();
BPFunctions::SetScissorAndViewport();
}

void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
Expand Down Expand Up @@ -543,8 +542,7 @@ void Renderer::CheckForConfigChanges()
// Viewport and scissor rect have to be reset since they will be scaled differently.
if (changed_bits & CONFIG_CHANGE_BIT_TARGET_SIZE)
{
BPFunctions::SetViewport();
BPFunctions::SetScissor();
BPFunctions::SetScissorAndViewport();
}

// Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
Expand Down

0 comments on commit 076392a

Please sign in to comment.