Vulkan: Fix Prescale UV

This commit is contained in:
Henrik Rydgard 2016-03-21 18:50:11 +01:00
parent e8758c1ea0
commit 20f227cc4d
4 changed files with 95 additions and 65 deletions

View file

@ -71,6 +71,7 @@ DrawEngineVulkan::DrawEngineVulkan(VulkanContext *vulkan)
framebufferManager_(nullptr),
numDrawCalls(0),
vertexCountInDrawCalls(0),
uvScale(nullptr),
fboTexNeedBind_(false),
fboTexBound_(false),
curFrame_(0),
@ -92,6 +93,10 @@ DrawEngineVulkan::DrawEngineVulkan(VulkanContext *vulkan)
indexGen.Setup(decIndex);
if (g_Config.bPrescaleUV) {
uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
}
// All resources we need for PSP drawing. Usually only bindings 0 and 2-4 are populated.
VkDescriptorSetLayoutBinding bindings[5];
bindings[0].descriptorCount = 1;
@ -202,6 +207,7 @@ DrawEngineVulkan::~DrawEngineVulkan() {
nullTexture_->Destroy();
delete nullTexture_;
}
delete[] uvScale;
}
void DrawEngineVulkan::BeginFrame() {
@ -312,6 +318,10 @@ void DrawEngineVulkan::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim,
dc.indexUpperBound = vertexCount - 1;
}
if (uvScale) {
uvScale[numDrawCalls] = gstate_c.uv;
}
numDrawCalls++;
vertexCountInDrawCalls += vertexCount;
@ -324,6 +334,70 @@ void DrawEngineVulkan::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim,
}
}
void DrawEngineVulkan::DecodeVertsStep(u8 *dest, int &i, int &decodedVerts) {
const DeferredDrawCall &dc = drawCalls[i];
indexGen.SetIndex(decodedVerts);
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
void *inds = dc.inds;
if (dc.indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
// Decode the verts and apply morphing. Simple.
dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts += indexUpperBound - indexLowerBound + 1;
indexGen.AddPrim(dc.prim, dc.vertexCount);
} else {
// It's fairly common that games issue long sequences of PRIM calls, with differing
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
// these as much as possible, so we make sure here to combine as many as possible
// into one nice big drawcall, sharing data.
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
// Expand the lower and upper bounds as we go.
int lastMatch = i;
const int total = numDrawCalls;
for (int j = i + 1; j < total; ++j) {
if (drawCalls[j].verts != dc.verts)
break;
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
lastMatch = j;
}
// 2. Loop through the drawcalls, translating indices as we go.
switch (dc.indexType) {
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
}
break;
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound);
}
break;
}
const int vertexCount = indexUpperBound - indexLowerBound + 1;
// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
if (decodedVerts + vertexCount > VERTEX_BUFFER_MAX) {
return;
}
// 3. Decode that range of vertex data.
dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts += vertexCount;
// 4. Advance indexgen vertex counter.
indexGen.Advance(vertexCount);
i = lastMatch;
}
}
void DrawEngineVulkan::DecodeVerts(VulkanPushBuffer *push, uint32_t *bindOffset, VkBuffer *vkbuf) {
int decodedVerts = 0;
@ -343,69 +417,19 @@ void DrawEngineVulkan::DecodeVerts(VulkanPushBuffer *push, uint32_t *bindOffset,
dest = (u8 *)push->Push(vertsToDecode * dec_->GetDecVtxFmt().stride, bindOffset, vkbuf);
}
for (int i = 0; i < numDrawCalls; i++) {
const DeferredDrawCall &dc = drawCalls[i];
indexGen.SetIndex(decodedVerts);
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
void *inds = dc.inds;
if (dc.indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
// Decode the verts and apply morphing. Simple.
dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts += indexUpperBound - indexLowerBound + 1;
indexGen.AddPrim(dc.prim, dc.vertexCount);
} else {
// It's fairly common that games issue long sequences of PRIM calls, with differing
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
// these as much as possible, so we make sure here to combine as many as possible
// into one nice big drawcall, sharing data.
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
// Expand the lower and upper bounds as we go.
int lastMatch = i;
const int total = numDrawCalls;
for (int j = i + 1; j < total; ++j) {
if (drawCalls[j].verts != dc.verts)
break;
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
lastMatch = j;
}
// 2. Loop through the drawcalls, translating indices as we go.
switch (dc.indexType) {
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
}
break;
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound);
}
break;
}
const int vertexCount = indexUpperBound - indexLowerBound + 1;
// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
if (decodedVerts + vertexCount > VERTEX_BUFFER_MAX) {
return;
}
// 3. Decode that range of vertex data.
dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts += vertexCount;
// 4. Advance indexgen vertex counter.
indexGen.Advance(vertexCount);
i = lastMatch;
if (uvScale) {
const UVScale origUV = gstate_c.uv;
for (int i = 0; i < numDrawCalls; i++) {
gstate_c.uv = uvScale[i];
DecodeVertsStep(dest, i, decodedVerts); // Note that this can modify i
}
gstate_c.uv = origUV;
} else {
for (int i = 0; i < numDrawCalls; i++) {
DecodeVertsStep(dest, i, decodedVerts); // Note that this can modify i
}
}
// Sanity check
if (indexGen.Prim() < 0) {
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());