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expand-lin
Author | SHA1 | Date | |
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14f9c27b4e | ||
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f40f7ed38c |
6 changed files with 81 additions and 41 deletions
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@ -547,7 +547,7 @@ void SoftwareTransform::DetectOffsetTexture(int maxIndex) {
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}
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// NOTE: The viewport must be up to date!
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void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result) {
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void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int indexBufferSize, int &maxIndex, SoftwareTransformResult *result) {
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TransformedVertex *transformed = params_.transformed;
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TransformedVertex *transformedExpanded = params_.transformedExpanded;
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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@ -560,7 +560,11 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy
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bool useBufferedRendering = fbman->UseBufferedRendering();
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if (prim == GE_PRIM_RECTANGLES) {
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ExpandRectangles(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
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if (!ExpandRectangles(vertexCount, maxIndex, inds, indsOffset, indexBufferSize, transformed, transformedExpanded, numTrans, throughmode)) {
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result->drawIndexed = false;
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result->drawNumTrans = 0;
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return;
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}
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result->drawBuffer = transformedExpanded;
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result->drawIndexed = true;
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@ -578,11 +582,19 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy
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}
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}
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} else if (prim == GE_PRIM_POINTS) {
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ExpandPoints(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
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if (!ExpandPoints(vertexCount, maxIndex, inds, indsOffset, indexBufferSize, transformed, transformedExpanded, numTrans, throughmode)) {
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result->drawIndexed = false;
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result->drawNumTrans = 0;
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return;
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}
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result->drawBuffer = transformedExpanded;
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result->drawIndexed = true;
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} else if (prim == GE_PRIM_LINES) {
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ExpandLines(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode);
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if (!ExpandLines(vertexCount, maxIndex, inds, indsOffset, indexBufferSize, transformed, transformedExpanded, numTrans, throughmode)) {
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result->drawIndexed = false;
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result->drawNumTrans = 0;
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return;
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}
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result->drawBuffer = transformedExpanded;
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result->drawIndexed = true;
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} else {
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@ -674,15 +686,21 @@ void SoftwareTransform::CalcCullParams(float &minZValue, float &maxZValue) {
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std::swap(minZValue, maxZValue);
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}
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void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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bool SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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// Before we start, do a sanity check - does the output fit?
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if ((vertexCount / 2) * 6 > indexBufferSize - indsOffset) {
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// Won't fit, kill the draw.
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return false;
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}
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// Rectangles always need 2 vertices, disregard the last one if there's an odd number.
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vertexCount = vertexCount & ~1;
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numTrans = 0;
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TransformedVertex *trans = &transformedExpanded[0];
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const u16 *indsIn = (const u16 *)inds;
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u16 *newInds = inds + vertexCount;
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u16 *indsOut = newInds;
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const u16 *indsIn = (const u16 *)(inds + indsOffset);
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int newIndsOffset = indsOffset + vertexCount;
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u16 *indsOut = inds + newIndsOffset;
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maxIndex = 4 * (vertexCount / 2);
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for (int i = 0; i < vertexCount; i += 2) {
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@ -727,23 +745,33 @@ void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&i
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indsOut[3] = i * 2 + 3;
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indsOut[4] = i * 2 + 0;
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indsOut[5] = i * 2 + 2;
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trans += 4;
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indsOut += 6;
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numTrans += 6;
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}
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inds = newInds;
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indsOffset = newIndsOffset;
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return true;
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}
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void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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bool SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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// Before we start, do a sanity check - does the output fit?
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if ((vertexCount / 2) * 6 > indexBufferSize - indsOffset) {
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// Won't fit, kill the draw.
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return false;
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}
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// Lines always need 2 vertices, disregard the last one if there's an odd number.
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vertexCount = vertexCount & ~1;
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numTrans = 0;
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TransformedVertex *trans = &transformedExpanded[0];
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const u16 *indsIn = (const u16 *)inds;
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u16 *newInds = inds + vertexCount;
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u16 *indsOut = newInds;
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const u16 *indsIn = (const u16 *)(inds + indsOffset);
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int newIndsOffset = indsOffset + vertexCount;
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u16 *indsOut = inds + newIndsOffset;
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float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / fabsf(gstate.getViewportXScale()));
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float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / fabsf(gstate.getViewportYScale()));
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@ -856,16 +884,23 @@ void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds,
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}
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}
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inds = newInds;
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indsOffset = newIndsOffset;
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return true;
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}
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void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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bool SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
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// Before we start, do a sanity check - does the output fit?
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if (vertexCount * 6 > indexBufferSize - indsOffset) {
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// Won't fit, kill the draw.
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return false;
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}
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numTrans = 0;
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TransformedVertex *trans = &transformedExpanded[0];
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const u16 *indsIn = (const u16 *)inds;
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u16 *newInds = inds + vertexCount;
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u16 *indsOut = newInds;
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const u16 *indsIn = (const u16 *)(inds + indsOffset);
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int newIndsOffset = indsOffset + vertexCount;
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u16 *indsOut = inds + newIndsOffset;
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float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / gstate.getViewportXScale());
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float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / gstate.getViewportYScale());
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@ -924,5 +959,7 @@ void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds,
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numTrans += 6;
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}
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inds = newInds;
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indsOffset = newIndsOffset;
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return true;
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}
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@ -62,19 +62,18 @@ struct SoftwareTransformParams {
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class SoftwareTransform {
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public:
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SoftwareTransform(SoftwareTransformParams ¶ms) : params_(params) {
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}
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SoftwareTransform(SoftwareTransformParams ¶ms) : params_(params) {}
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void SetProjMatrix(const float mtx[14], bool invertedX, bool invertedY, const Lin::Vec3 &trans, const Lin::Vec3 &scale);
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void Decode(int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int maxIndex, SoftwareTransformResult *result);
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void DetectOffsetTexture(int maxIndex);
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void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result);
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void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int indexBufferSize, int &maxIndex, SoftwareTransformResult *result);
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protected:
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void CalcCullParams(float &minZValue, float &maxZValue);
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void ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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void ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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void ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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bool ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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bool ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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bool ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, int indexBufferSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode);
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const SoftwareTransformParams ¶ms_;
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Lin::Matrix4x4 projMatrix_;
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@ -595,7 +595,7 @@ rotateVBO:
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prim = GE_PRIM_TRIANGLES;
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VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
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u16 *inds = decIndex;
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u16 * const inds = decIndex;
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SoftwareTransformResult result{};
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SoftwareTransformParams params{};
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params.decoded = decoded;
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@ -641,8 +641,9 @@ rotateVBO:
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// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
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ApplyDrawState(prim);
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int indsOffset = 0;
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if (result.action == SW_NOT_READY)
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
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if (result.setSafeSize)
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framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
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@ -680,11 +681,11 @@ rotateVBO:
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UINT iOffset;
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int iSize = sizeof(uint16_t) * result.drawNumTrans;
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uint8_t *iptr = pushInds_->BeginPush(context_, &iOffset, iSize);
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memcpy(iptr, inds, iSize);
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memcpy(iptr, inds + indsOffset, iSize);
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pushInds_->EndPush(context_);
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context_->IASetIndexBuffer(pushInds_->Buf(), DXGI_FORMAT_R16_UINT, iOffset);
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context_->DrawIndexed(result.drawNumTrans, 0, 0);
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} else {
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} else if (result.drawNumTrans > 0) {
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context_->Draw(result.drawNumTrans, 0);
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}
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} else if (result.action == SW_CLEAR) {
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@ -558,7 +558,7 @@ rotateVBO:
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prim = GE_PRIM_TRIANGLES;
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VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
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u16 *inds = decIndex;
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u16 * const inds = decIndex;
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SoftwareTransformResult result{};
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SoftwareTransformParams params{};
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params.decoded = decoded;
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@ -607,8 +607,9 @@ rotateVBO:
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ApplyDrawState(prim);
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int indsOffset = 0;
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if (result.action == SW_NOT_READY)
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
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if (result.setSafeSize)
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framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
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@ -628,8 +629,8 @@ rotateVBO:
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device_->SetVertexDeclaration(transformedVertexDecl_);
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if (result.drawIndexed) {
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device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
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} else {
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device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds + indsOffset, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
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} else if (result.drawNumTrans > 0) {
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device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], result.drawNumTrans), result.drawBuffer, sizeof(TransformedVertex));
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}
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} else if (result.action == SW_CLEAR) {
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@ -350,7 +350,7 @@ void DrawEngineGLES::DoFlush() {
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if (prim == GE_PRIM_TRIANGLE_STRIP)
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prim = GE_PRIM_TRIANGLES;
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u16 *inds = decIndex;
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u16 * const inds = decIndex;
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SoftwareTransformResult result{};
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// TODO: Keep this static? Faster than repopulating?
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SoftwareTransformParams params{};
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@ -407,8 +407,9 @@ void DrawEngineGLES::DoFlush() {
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// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
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ApplyDrawState(prim);
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int indsOffset = 0;
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if (result.action == SW_NOT_READY)
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swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
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if (result.setSafeSize)
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framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
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@ -423,11 +424,11 @@ void DrawEngineGLES::DoFlush() {
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if (result.action == SW_DRAW_PRIMITIVES) {
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if (result.drawIndexed) {
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vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), &vertexBuffer);
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indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds, sizeof(uint16_t) * result.drawNumTrans, &indexBuffer);
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indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds + indsOffset, sizeof(uint16_t) * result.drawNumTrans, &indexBuffer);
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render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset);
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render_->BindIndexBuffer(indexBuffer);
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render_->DrawIndexed(glprim[prim], result.drawNumTrans, GL_UNSIGNED_SHORT, (void *)(intptr_t)indexBufferOffset);
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} else {
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} else if (result.drawNumTrans > 0) {
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vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), &vertexBuffer);
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render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset);
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render_->Draw(glprim[prim], 0, result.drawNumTrans);
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@ -855,7 +855,7 @@ void DrawEngineVulkan::DoFlush() {
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if (prim == GE_PRIM_TRIANGLE_STRIP)
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prim = GE_PRIM_TRIANGLES;
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u16 *inds = decIndex;
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u16 * const inds = decIndex;
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SoftwareTransformResult result{};
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SoftwareTransformParams params{};
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params.decoded = decoded;
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@ -895,9 +895,10 @@ void DrawEngineVulkan::DoFlush() {
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// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
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if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
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result.action = SW_NOT_READY;
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int indsOffset = 0;
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if (result.action == SW_NOT_READY) {
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swTransform.DetectOffsetTexture(maxIndex);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
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swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, DECODED_INDEX_BUFFER_SIZE / sizeof(uint16_t), maxIndex, &result);
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}
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if (result.setSafeSize)
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@ -967,9 +968,9 @@ void DrawEngineVulkan::DoFlush() {
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if (result.drawIndexed) {
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VkBuffer vbuf, ibuf;
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vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), 4, &vbuf);
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ibOffset = (uint32_t)pushIndex_->Push(inds, sizeof(short) * result.drawNumTrans, 4, &ibuf);
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ibOffset = (uint32_t)pushIndex_->Push(inds + indsOffset, sizeof(short) * result.drawNumTrans, 4, &ibuf);
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renderManager->DrawIndexed(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, result.drawNumTrans, 1, VK_INDEX_TYPE_UINT16);
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} else {
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} else if (result.drawNumTrans > 0) {
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VkBuffer vbuf;
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vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), 4, &vbuf);
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renderManager->Draw(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, result.drawNumTrans);
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