ppsspp/GPU/GLES/DrawEngineGLES.cpp

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// Ideas for speeding things up on mobile OpenGL ES implementations
//
// Use superbuffers! Yes I just invented that name.
//
// The idea is to avoid respecifying the vertex format between every draw call (multiple glVertexAttribPointer ...)
// by combining the contents of multiple draw calls into one buffer, as long as
// they have exactly the same output vertex format. (different input formats is fine! This way
// we can combine the data for multiple draws with different numbers of bones, as we consider numbones < 4 to be = 4)
// into one VBO.
//
// This will likely be a win because I believe that between every change of VBO + glVertexAttribPointer*N, the driver will
// perform a lot of validation, probably at draw call time, while all the validation can be skipped if the only thing
// that changes between two draw calls is simple state or texture or a matrix etc, not anything vertex related.
// Also the driver will have to manage hundreds instead of thousands of VBOs in games like GTA.
//
// * Every 10 frames or something, do the following:
// - Frame 1:
// + Mark all drawn buffers with in-frame sequence numbers (alternatively,
// just log them in an array)
// - Frame 2 (beginning?):
// + Take adjacent buffers that have the same output vertex format, and add them
// to a list of buffers to combine. Create said buffers with appropriate sizes
// and precompute the offsets that the draws should be written into.
// - Frame 2 (end):
// + Actually do the work of combining the buffers. This probably means re-decoding
// the vertices into a new one. Will also have to apply index offsets.
//
// Also need to change the drawing code so that we don't glBindBuffer and respecify glVAP if
// two subsequent drawcalls come from the same superbuffer.
//
// Or we ignore all of this including vertex caching and simply find a way to do highly optimized vertex streaming,
// like Dolphin is trying to. That will likely never be able to reach the same speed as perfectly optimized
// superbuffers though. For this we will have to JIT the vertex decoder but that's not too hard.
//
// Now, when do we delete superbuffers? Maybe when half the buffers within have been killed?
//
// Another idea for GTA which switches textures a lot while not changing much other state is to use ES 3 Array
// textures, if they are the same size (even if they aren't, might be okay to simply resize the textures to match
// if they're just a multiple of 2 away) or something. Then we'd have to add a W texture coordinate to choose the
// texture within the bound texture array to the vertex data when merging into superbuffers.
//
// There are even more things to try. For games that do matrix palette skinning by quickly switching bones and
// just drawing a few triangles per call (NBA, FF:CC, Tekken 6 etc) we could even collect matrices, upload them
// all at once, writing matrix indices into the vertices in addition to the weights, and then doing a single
// draw call with specially generated shader to draw the whole mesh. This code will be seriously complex though.
#include "base/logging.h"
#include "base/timeutil.h"
#include "Common/MemoryUtil.h"
#include "Core/MemMap.h"
#include "Core/Host.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "gfx/gl_debug_log.h"
#include "profiler/profiler.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
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#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/GLES/FragmentTestCacheGLES.h"
#include "GPU/GLES/StateMappingGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
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const GLuint glprim[8] = {
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GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
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GL_TRIANGLES,
// Rectangles need to be expanded into triangles.
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};
enum {
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
};
#define VERTEXCACHE_DECIMATION_INTERVAL 17
#define VERTEXCACHE_NAME_DECIMATION_INTERVAL 41
#define VERTEXCACHE_NAME_DECIMATION_MAX 100
#define VERTEXCACHE_NAME_CACHE_SIZE 64
#define VERTEXCACHE_NAME_CACHE_FULL_BYTES (1024 * 1024)
#define VERTEXCACHE_NAME_CACHE_MAX_AGE 120
enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
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DrawEngineGLES::DrawEngineGLES(Draw::DrawContext *draw) : vai_(256), draw_(draw), inputLayoutMap_(16) {
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
decOptions_.expandAllWeightsToFloat = false;
decOptions_.expand8BitNormalsToFloat = false;
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
bufferDecimationCounter_ = VERTEXCACHE_NAME_DECIMATION_INTERVAL;
// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
// All this is a LOT of memory, need to see if we can cut down somehow.
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
indexGen.Setup(decIndex);
InitDeviceObjects();
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tessDataTransfer = new TessellationDataTransferGLES(gl_extensions.VersionGEThan(3, 0, 0));
}
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DrawEngineGLES::~DrawEngineGLES() {
DestroyDeviceObjects();
FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
delete tessDataTransfer;
}
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void DrawEngineGLES::DeviceLost() {
DestroyDeviceObjects();
}
void DrawEngineGLES::DeviceRestore() {
InitDeviceObjects();
}
void DrawEngineGLES::InitDeviceObjects() {
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for (int i = 0; i < GLRenderManager::MAX_INFLIGHT_FRAMES; i++) {
frameData_[i].pushVertex = new GLPushBuffer(render_, GL_ARRAY_BUFFER, 1024 * 1024);
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frameData_[i].pushIndex = new GLPushBuffer(render_, GL_ELEMENT_ARRAY_BUFFER, 256 * 1024);
render_->RegisterPushBuffer(i, frameData_[i].pushVertex);
render_->RegisterPushBuffer(i, frameData_[i].pushIndex);
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}
int vertexSize = sizeof(TransformedVertex);
std::vector<GLRInputLayout::Entry> entries;
entries.push_back({ ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, 0 });
entries.push_back({ ATTR_TEXCOORD, 3, GL_FLOAT, GL_FALSE, vertexSize, offsetof(TransformedVertex, u) });
entries.push_back({ ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color0) });
entries.push_back({ ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color1) });
softwareInputLayout_ = render_->CreateInputLayout(entries);
}
void DrawEngineGLES::DestroyDeviceObjects() {
// Beware: this could be called twice in a row, sometimes.
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for (int i = 0; i < GLRenderManager::MAX_INFLIGHT_FRAMES; i++) {
if (!frameData_[i].pushVertex && !frameData_[i].pushIndex)
continue;
render_->UnregisterPushBuffer(i, frameData_[i].pushVertex);
render_->UnregisterPushBuffer(i, frameData_[i].pushIndex);
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frameData_[i].pushVertex->Destroy();
frameData_[i].pushIndex->Destroy();
delete frameData_[i].pushVertex;
delete frameData_[i].pushIndex;
frameData_[i].pushVertex = nullptr;
frameData_[i].pushIndex = nullptr;
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}
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ClearTrackedVertexArrays();
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if (softwareInputLayout_)
render_->DeleteInputLayout(softwareInputLayout_);
softwareInputLayout_ = nullptr;
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}
void DrawEngineGLES::ClearInputLayoutMap() {
inputLayoutMap_.Iterate([&](const uint32_t &key, GLRInputLayout *il) {
render_->DeleteInputLayout(il);
});
inputLayoutMap_.Clear();
}
void DrawEngineGLES::BeginFrame() {
FrameData &frameData = frameData_[render_->GetCurFrame()];
frameData.pushIndex->Begin();
frameData.pushVertex->Begin();
}
void DrawEngineGLES::EndFrame() {
FrameData &frameData = frameData_[render_->GetCurFrame()];
frameData.pushIndex->End();
frameData.pushVertex->End();
}
struct GlTypeInfo {
u16 type;
u8 count;
u8 normalized;
};
static const GlTypeInfo GLComp[] = {
{0}, // DEC_NONE,
{GL_FLOAT, 1, GL_FALSE}, // DEC_FLOAT_1,
{GL_FLOAT, 2, GL_FALSE}, // DEC_FLOAT_2,
{GL_FLOAT, 3, GL_FALSE}, // DEC_FLOAT_3,
{GL_FLOAT, 4, GL_FALSE}, // DEC_FLOAT_4,
{GL_BYTE, 4, GL_TRUE}, // DEC_S8_3,
{GL_SHORT, 4, GL_TRUE},// DEC_S16_3,
{GL_UNSIGNED_BYTE, 1, GL_TRUE},// DEC_U8_1,
{GL_UNSIGNED_BYTE, 2, GL_TRUE},// DEC_U8_2,
{GL_UNSIGNED_BYTE, 3, GL_TRUE},// DEC_U8_3,
{GL_UNSIGNED_BYTE, 4, GL_TRUE},// DEC_U8_4,
{GL_UNSIGNED_SHORT, 1, GL_TRUE},// DEC_U16_1,
{GL_UNSIGNED_SHORT, 2, GL_TRUE},// DEC_U16_2,
{GL_UNSIGNED_SHORT, 3, GL_TRUE},// DEC_U16_3,
{GL_UNSIGNED_SHORT, 4, GL_TRUE},// DEC_U16_4,
};
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static inline void VertexAttribSetup(int attrib, int fmt, int stride, int offset, std::vector<GLRInputLayout::Entry> &entries) {
if (fmt) {
const GlTypeInfo &type = GLComp[fmt];
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GLRInputLayout::Entry entry;
entry.offset = offset;
entry.location = attrib;
entry.normalized = type.normalized;
entry.type = type.type;
entry.stride = stride;
entry.count = type.count;
entries.push_back(entry);
}
}
// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
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GLRInputLayout *DrawEngineGLES::SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt) {
uint32_t key = decFmt.id;
GLRInputLayout *inputLayout = inputLayoutMap_.Get(key);
if (inputLayout) {
return inputLayout;
}
std::vector<GLRInputLayout::Entry> entries;
VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.stride, decFmt.w0off, entries);
VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, decFmt.w1off, entries);
VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, decFmt.uvoff, entries);
VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, decFmt.c0off, entries);
VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, decFmt.c1off, entries);
VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, decFmt.nrmoff, entries);
VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, decFmt.posoff, entries);
inputLayout = render_->CreateInputLayout(entries);
inputLayoutMap_.Insert(key, inputLayout);
return inputLayout;
}
void DrawEngineGLES::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX)
Flush();
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// TODO: Is this the right thing to do?
if (prim == GE_PRIM_KEEP_PREVIOUS) {
prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS;
} else {
prevPrim_ = prim;
}
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SetupVertexDecoder(vertType);
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*bytesRead = vertexCount * dec_->VertexSize();
if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES))
return;
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DeferredDrawCall &dc = drawCalls[numDrawCalls];
dc.verts = verts;
dc.inds = inds;
dc.vertType = vertType;
dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
dc.prim = prim;
dc.vertexCount = vertexCount;
u32 dhash = dcid_;
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dhash ^= (u32)(uintptr_t)verts;
dhash = __rotl(dhash, 13);
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dhash ^= (u32)(uintptr_t)inds;
dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertType;
dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertexCount;
dhash = __rotl(dhash, 13);
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dhash ^= (u32)prim;
dcid_ = dhash;
if (inds) {
GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
} else {
dc.indexLowerBound = 0;
dc.indexUpperBound = vertexCount - 1;
}
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uvScale[numDrawCalls] = gstate_c.uv;
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numDrawCalls++;
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vertexCountInDrawCalls_ += vertexCount;
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if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
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DecodeVertsStep(decoded, decodeCounter_, decodedVerts_);
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decodeCounter_++;
}
if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) {
// Rendertarget == texture?
if (!g_Config.bDisableSlowFramebufEffects) {
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
Flush();
}
}
}
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void DrawEngineGLES::DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf) {
u8 *dest = decoded;
// Figure out how much pushbuffer space we need to allocate.
if (push) {
int vertsToDecode = ComputeNumVertsToDecode();
dest = (u8 *)push->Push(vertsToDecode * dec_->GetDecVtxFmt().stride, bindOffset, buf);
}
DecodeVerts(dest);
}
void DrawEngineGLES::MarkUnreliable(VertexArrayInfo *vai) {
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vai->status = VertexArrayInfo::VAI_UNRELIABLE;
if (vai->vbo) {
render_->DeleteBuffer(vai->vbo);
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vai->vbo = 0;
}
if (vai->ebo) {
render_->DeleteBuffer(vai->ebo);
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vai->ebo = 0;
}
}
void DrawEngineGLES::ClearTrackedVertexArrays() {
vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai){
FreeVertexArray(vai);
delete vai;
});
vai_.Clear();
}
void DrawEngineGLES::DecimateTrackedVertexArrays() {
if (--decimationCounter_ <= 0) {
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
} else {
return;
}
const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai) {
bool kill;
if (vai->status == VertexArrayInfo::VAI_UNRELIABLE) {
// We limit killing unreliable so we don't rehash too often.
kill = vai->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
} else {
kill = vai->lastFrame < threshold;
}
if (kill) {
FreeVertexArray(vai);
delete vai;
vai_.Remove(hash);
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}
});
vai_.Maintain();
}
void DrawEngineGLES::FreeVertexArray(VertexArrayInfo *vai) {
if (vai->vbo) {
render_->DeleteBuffer(vai->vbo);
vai->vbo = nullptr;
}
if (vai->ebo) {
render_->DeleteBuffer(vai->ebo);
vai->ebo = nullptr;
}
}
void DrawEngineGLES::DoFlush() {
PROFILE_THIS_SCOPE("flush");
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FrameData &frameData = frameData_[render_->GetCurFrame()];
gpuStats.numFlushes++;
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gpuStats.numTrackedVertexArrays = (int)vai_.size();
bool textureNeedsApply = false;
if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
textureNeedsApply = true;
}
GEPrimitiveType prim = prevPrim_;
VShaderID vsid;
Shader *vshader = shaderManager_->ApplyVertexShader(prim, lastVType_, &vsid);
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GLRBuffer *vertexBuffer = nullptr;
GLRBuffer *indexBuffer = nullptr;
uint32_t vertexBufferOffset = 0;
uint32_t indexBufferOffset = 0;
if (vshader->UseHWTransform()) {
int vertexCount = 0;
bool useElements = true;
// Cannot cache vertex data with morph enabled.
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
// Also avoid caching when software skinning.
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
useCache = false;
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// TEMPORARY
useCache = false;
if (useCache) {
u32 id = dcid_ ^ gstate.getUVGenMode(); // This can have an effect on which UV decoder we need to use! And hence what the decoded data will look like. See #9263
VertexArrayInfo *vai = vai_.Get(id);
if (!vai) {
vai = new VertexArrayInfo();
vai_.Insert(id, vai);
}
switch (vai->status) {
case VertexArrayInfo::VAI_NEW:
{
// Haven't seen this one before.
ReliableHashType dataHash = ComputeHash();
vai->hash = dataHash;
vai->minihash = ComputeMiniHash();
vai->status = VertexArrayInfo::VAI_HASHING;
vai->drawsUntilNextFullHash = 0;
DecodeVerts(decoded); // writes to indexGen
vai->numVerts = indexGen.VertexCount();
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
goto rotateVBO;
}
// Hashing - still gaining confidence about the buffer.
// But if we get this far it's likely to be worth creating a vertex buffer.
case VertexArrayInfo::VAI_HASHING:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
if (vai->drawsUntilNextFullHash == 0) {
// Let's try to skip a full hash if mini would fail.
const u32 newMiniHash = ComputeMiniHash();
ReliableHashType newHash = vai->hash;
if (newMiniHash == vai->minihash) {
newHash = ComputeHash();
}
if (newMiniHash != vai->minihash || newHash != vai->hash) {
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MarkUnreliable(vai);
DecodeVerts(decoded);
goto rotateVBO;
}
if (vai->numVerts > 64) {
// exponential backoff up to 16 draws, then every 32
vai->drawsUntilNextFullHash = std::min(32, vai->numFrames);
} else {
// Lower numbers seem much more likely to change.
vai->drawsUntilNextFullHash = 0;
}
// TODO: tweak
//if (vai->numFrames > 1000) {
// vai->status = VertexArrayInfo::VAI_RELIABLE;
//}
} else {
vai->drawsUntilNextFullHash--;
u32 newMiniHash = ComputeMiniHash();
if (newMiniHash != vai->minihash) {
MarkUnreliable(vai);
DecodeVerts(decoded);
goto rotateVBO;
}
}
if (vai->vbo == 0) {
DecodeVerts(decoded);
vai->numVerts = indexGen.VertexCount();
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
useElements = !indexGen.SeenOnlyPurePrims();
if (!useElements && indexGen.PureCount()) {
vai->numVerts = indexGen.PureCount();
}
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_dbg_assert_msg_(G3D, gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching.");
size_t vsz = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
vai->vbo = render_->CreateBuffer(GL_ARRAY_BUFFER, vsz, GL_STATIC_DRAW);
render_->BufferSubdata(vai->vbo, 0, vsz, decoded);
// If there's only been one primitive type, and it's either TRIANGLES, LINES or POINTS,
// there is no need for the index buffer we built. We can then use glDrawArrays instead
// for a very minor speed boost.
if (useElements) {
size_t esz = sizeof(short) * indexGen.VertexCount();
vai->ebo = render_->CreateBuffer(GL_ARRAY_BUFFER, esz, GL_STATIC_DRAW);
render_->BufferSubdata(vai->ebo, 0, esz, (uint8_t *)decIndex, false);
} else {
vai->ebo = 0;
render_->BindIndexBuffer(vai->ebo);
}
} else {
gpuStats.numCachedDrawCalls++;
useElements = vai->ebo ? true : false;
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gpuStats.numCachedVertsDrawn += vai->numVerts;
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
}
vertexBuffer = vai->vbo;
indexBuffer = vai->ebo;
vertexCount = vai->numVerts;
prim = static_cast<GEPrimitiveType>(vai->prim);
break;
}
// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
case VertexArrayInfo::VAI_RELIABLE:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
gpuStats.numCachedDrawCalls++;
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gpuStats.numCachedVertsDrawn += vai->numVerts;
vertexBuffer = vai->vbo;
indexBuffer = vai->ebo;
vertexCount = vai->numVerts;
prim = static_cast<GEPrimitiveType>(vai->prim);
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
break;
}
case VertexArrayInfo::VAI_UNRELIABLE:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
DecodeVerts(decoded);
goto rotateVBO;
}
}
vai->lastFrame = gpuStats.numFlips;
} else {
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
// If software skinning, we've already predecoded into "decoded". So push that content.
size_t size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
u8 *dest = (u8 *)frameData.pushVertex->Push(size, &vertexBufferOffset, &vertexBuffer);
memcpy(dest, decoded, size);
} else {
// Decode directly into the pushbuffer
DecodeVertsToPushBuffer(frameData.pushVertex, &vertexBufferOffset, &vertexBuffer);
}
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rotateVBO:
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gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
useElements = !indexGen.SeenOnlyPurePrims();
vertexCount = indexGen.VertexCount();
if (!useElements && indexGen.PureCount()) {
vertexCount = indexGen.PureCount();
}
prim = indexGen.Prim();
}
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VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
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bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
} else {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
}
if (textureNeedsApply)
textureCache_->ApplyTexture();
// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
ApplyDrawState(prim);
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ApplyDrawStateLate(false, 0);
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, prim);
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GLRInputLayout *inputLayout = SetupDecFmtForDraw(program, dec_->GetDecVtxFmt());
render_->BindVertexBuffer(inputLayout, vertexBuffer, vertexBufferOffset);
if (useElements) {
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if (!indexBuffer) {
indexBufferOffset = (uint32_t)frameData.pushIndex->Push(decIndex, sizeof(uint16_t) * indexGen.VertexCount(), &indexBuffer);
render_->BindIndexBuffer(indexBuffer);
}
if (gstate_c.bezier || gstate_c.spline)
render_->DrawIndexed(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, (GLvoid*)(intptr_t)indexBufferOffset, numPatches);
else
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render_->DrawIndexed(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, (GLvoid*)(intptr_t)indexBufferOffset);
} else {
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render_->Draw(glprim[prim], 0, vertexCount);
}
} else {
DecodeVerts(decoded);
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bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
} else {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
}
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gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
prim = indexGen.Prim();
// Undo the strip optimization, not supported by the SW code yet.
if (prim == GE_PRIM_TRIANGLE_STRIP)
prim = GE_PRIM_TRIANGLES;
TransformedVertex *drawBuffer = NULL;
int numTrans;
bool drawIndexed = false;
u16 *inds = decIndex;
SoftwareTransformResult result{};
// TODO: Keep this static? Faster than repopulating?
SoftwareTransformParams params{};
params.decoded = decoded;
params.transformed = transformed;
params.transformedExpanded = transformedExpanded;
params.fbman = framebufferManager_;
params.texCache = textureCache_;
params.allowClear = true;
params.allowSeparateAlphaClear = true;
int maxIndex = indexGen.MaxIndex();
int vertexCount = indexGen.VertexCount();
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
#if defined(MOBILE_DEVICE)
if (vertexCount > 0x10000 / 3)
vertexCount = 0x10000 / 3;
#endif
SoftwareTransform(
prim, vertexCount,
dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
maxIndex, drawBuffer, numTrans, drawIndexed, &params, &result);
if (textureNeedsApply)
textureCache_->ApplyTexture();
ApplyDrawState(prim);
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ApplyDrawStateLate(result.setStencil, result.stencilValue);
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, prim);
if (result.action == SW_DRAW_PRIMITIVES) {
const int vertexSize = sizeof(transformed[0]);
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
if (drawIndexed) {
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vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(drawBuffer, maxIndex * sizeof(TransformedVertex), &vertexBuffer);
indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds, sizeof(uint16_t) * numTrans, &indexBuffer);
render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset);
render_->BindIndexBuffer(indexBuffer);
render_->DrawIndexed(glprim[prim], numTrans, GL_UNSIGNED_SHORT, (void *)(intptr_t)indexBufferOffset);
} else {
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vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(drawBuffer, numTrans * sizeof(TransformedVertex), &vertexBuffer);
render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset);
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render_->Draw(glprim[prim], 0, numTrans);
}
} else if (result.action == SW_CLEAR) {
u32 clearColor = result.color;
float clearDepth = result.depth;
const float col[4] = {
((clearColor & 0xFF)) / 255.0f,
((clearColor & 0xFF00) >> 8) / 255.0f,
((clearColor & 0xFF0000) >> 16) / 255.0f,
((clearColor & 0xFF000000) >> 24) / 255.0f,
};
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
bool depthMask = gstate.isClearModeDepthMask();
if (depthMask) {
framebufferManager_->SetDepthUpdated();
}
GLbitfield target = 0;
// Without this, we will clear RGB when clearing stencil, which breaks games.
uint8_t rgbaMask = (colorMask ? 7 : 0) | (alphaMask ? 8 : 0);
if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT;
if (alphaMask) target |= GL_STENCIL_BUFFER_BIT;
if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
render_->Clear(clearColor, clearDepth, clearColor >> 24, target, rgbaMask);
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
framebufferManager_->SetSafeSize(scissorX2, scissorY2);
if (g_Config.bBlockTransferGPU && (gstate_c.featureFlags & GPU_USE_CLEAR_RAM_HACK) && colorMask && (alphaMask || gstate.FrameBufFormat() == GE_FORMAT_565)) {
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
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gstate_c.Dirty(DIRTY_BLEND_STATE); // Make sure the color mask gets re-applied.
}
}
gpuStats.numDrawCalls += numDrawCalls;
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gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
indexGen.Reset();
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decodedVerts_ = 0;
numDrawCalls = 0;
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vertexCountInDrawCalls_ = 0;
decodeCounter_ = 0;
dcid_ = 0;
prevPrim_ = GE_PRIM_INVALID;
gstate_c.vertexFullAlpha = true;
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
gstate_c.vertBounds.minU = 512;
gstate_c.vertBounds.minV = 512;
gstate_c.vertBounds.maxU = 0;
gstate_c.vertBounds.maxV = 0;
#ifndef MOBILE_DEVICE
host->GPUNotifyDraw();
#endif
CHECK_GL_ERROR_IF_DEBUG();
}
bool DrawEngineGLES::IsCodePtrVertexDecoder(const u8 *ptr) const {
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return decJitCache_->IsInSpace(ptr);
}
void DrawEngineGLES::TessellationDataTransferGLES::SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) {
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// TODO: Implement with the render manager
/*
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#ifndef USING_GLES2
if (isAllowTexture1D_) {
// Position
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_1D, data_tex[0]);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (prevSize < size) {
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, size, 0, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
prevSize = size;
} else {
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, size, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
}
// Texcoords
if (hasTexCoords) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_1D, data_tex[1]);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (prevSizeTex < size) {
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, size, 0, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
prevSizeTex = size;
} else {
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, size, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
}
}
// Color
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_1D, data_tex[2]);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int sizeColor = hasColor ? size : 1;
if (prevSizeCol < sizeColor) {
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, sizeColor, 0, GL_RGBA, GL_FLOAT, (GLfloat*)col);
prevSizeCol = sizeColor;
} else {
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, sizeColor, GL_RGBA, GL_FLOAT, (GLfloat*)col);
}
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} else
#endif
{
// Position
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, data_tex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (prevSize < size) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, size, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
prevSize = size;
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, 1, GL_RGBA, GL_FLOAT, (GLfloat*)pos);
}
// Texcoords
if (hasTexCoords) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, data_tex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (prevSizeTex < size) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, size, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
prevSizeTex = size;
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size, 1, GL_RGBA, GL_FLOAT, (GLfloat*)tex);
}
}
// Color
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, data_tex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int sizeColor = hasColor ? size : 1;
if (prevSizeCol < sizeColor) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, sizeColor, 1, 0, GL_RGBA, GL_FLOAT, (GLfloat*)col);
prevSizeCol = sizeColor;
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, sizeColor, 1, GL_RGBA, GL_FLOAT, (GLfloat*)col);
}
}
glActiveTexture(GL_TEXTURE0);
CHECK_GL_ERROR_IF_DEBUG();
*/
}