// Copyright (c) 2013- 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. // 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/. #include #include #include "Common/Data/Convert/ColorConv.h" #include "Common/Math/lin/matrix4x4.h" #include "Common/Profiler/Profiler.h" #include "Common/LogReporting.h" #include "Core/Config.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" #define QUAD_INDICES_MAX 65536 enum { TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex) }; DrawEngineCommon::DrawEngineCommon() : decoderMap_(16) { decJitCache_ = new VertexDecoderJitCache(); transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE); transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE); } DrawEngineCommon::~DrawEngineCommon() { FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE); FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE); delete decJitCache_; decoderMap_.Iterate([&](const uint32_t vtype, VertexDecoder *decoder) { delete decoder; }); ClearSplineBezierWeights(); } void DrawEngineCommon::Init() { NotifyConfigChanged(); } VertexDecoder *DrawEngineCommon::GetVertexDecoder(u32 vtype) { VertexDecoder *dec = decoderMap_.Get(vtype); if (dec) return dec; dec = new VertexDecoder(); dec->SetVertexType(vtype, decOptions_, decJitCache_); decoderMap_.Insert(vtype, dec); return dec; } int DrawEngineCommon::ComputeNumVertsToDecode() const { int vertsToDecode = 0; if (drawCalls[0].indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) { for (int i = 0; i < numDrawCalls; i++) { const DeferredDrawCall &dc = drawCalls[i]; vertsToDecode += dc.vertexCount; } } else { // TODO: Share this computation with DecodeVertsStep? for (int i = 0; i < numDrawCalls; i++) { const DeferredDrawCall &dc = drawCalls[i]; int lastMatch = i; const int total = numDrawCalls; int indexLowerBound = dc.indexLowerBound; int indexUpperBound = dc.indexUpperBound; 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; } vertsToDecode += indexUpperBound - indexLowerBound + 1; i = lastMatch; } } return vertsToDecode; } void DrawEngineCommon::DecodeVerts(u8 *dest) { const UVScale origUV = gstate_c.uv; for (; decodeCounter_ < numDrawCalls; decodeCounter_++) { gstate_c.uv = drawCalls[decodeCounter_].uvScale; DecodeVertsStep(dest, decodeCounter_, decodedVerts_); // NOTE! DecodeVertsStep can modify decodeCounter_! } gstate_c.uv = origUV; // Sanity check if (indexGen.Prim() < 0) { ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim()); // Force to points (0) indexGen.AddPrim(GE_PRIM_POINTS, 0, true); } } std::vector DrawEngineCommon::DebugGetVertexLoaderIDs() { std::vector ids; decoderMap_.Iterate([&](const uint32_t vtype, VertexDecoder *decoder) { std::string id; id.resize(sizeof(vtype)); memcpy(&id[0], &vtype, sizeof(vtype)); ids.push_back(id); }); return ids; } std::string DrawEngineCommon::DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType) { u32 mapId; memcpy(&mapId, &id[0], sizeof(mapId)); VertexDecoder *dec = decoderMap_.Get(mapId); return dec ? dec->GetString(stringType) : "N/A"; } struct Plane { float x, y, z, w; void Set(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } float Test(const float f[3]) const { return x * f[0] + y * f[1] + z * f[2] + w; } }; static void PlanesFromMatrix(const float mtx[16], Plane planes[6]) { planes[0].Set(mtx[3]-mtx[0], mtx[7]-mtx[4], mtx[11]-mtx[8], mtx[15]-mtx[12]); // Right planes[1].Set(mtx[3]+mtx[0], mtx[7]+mtx[4], mtx[11]+mtx[8], mtx[15]+mtx[12]); // Left planes[2].Set(mtx[3]+mtx[1], mtx[7]+mtx[5], mtx[11]+mtx[9], mtx[15]+mtx[13]); // Bottom planes[3].Set(mtx[3]-mtx[1], mtx[7]-mtx[5], mtx[11]-mtx[9], mtx[15]-mtx[13]); // Top planes[4].Set(mtx[3]+mtx[2], mtx[7]+mtx[6], mtx[11]+mtx[10], mtx[15]+mtx[14]); // Near planes[5].Set(mtx[3]-mtx[2], mtx[7]-mtx[6], mtx[11]-mtx[10], mtx[15]-mtx[14]); // Far } static Vec3f ClipToScreen(const Vec4f& coords) { float xScale = gstate.getViewportXScale(); float xCenter = gstate.getViewportXCenter(); float yScale = gstate.getViewportYScale(); float yCenter = gstate.getViewportYCenter(); float zScale = gstate.getViewportZScale(); float zCenter = gstate.getViewportZCenter(); float x = coords.x * xScale / coords.w + xCenter; float y = coords.y * yScale / coords.w + yCenter; float z = coords.z * zScale / coords.w + zCenter; // 16 = 0xFFFF / 4095.9375 return Vec3f(x * 16 - gstate.getOffsetX16(), y * 16 - gstate.getOffsetY16(), z); } static Vec3f ScreenToDrawing(const Vec3f& coords) { Vec3f ret; ret.x = coords.x * (1.0f / 16.0f); ret.y = coords.y * (1.0f / 16.0f); ret.z = coords.z; return ret; } void DrawEngineCommon::NotifyConfigChanged() { decJitCache_->Clear(); lastVType_ = -1; dec_ = nullptr; decoderMap_.Iterate([&](const uint32_t vtype, VertexDecoder *decoder) { delete decoder; }); decoderMap_.Clear(); ClearTrackedVertexArrays(); useHWTransform_ = g_Config.bHardwareTransform; useHWTessellation_ = UpdateUseHWTessellation(g_Config.bHardwareTessellation); decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; } u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize) { const u32 vertTypeID = GetVertTypeID(vertType, gstate.getUVGenMode(), decOptions_.applySkinInDecode); VertexDecoder *dec = GetVertexDecoder(vertTypeID); if (vertexSize) *vertexSize = dec->VertexSize(); return DrawEngineCommon::NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType); } void DrawEngineCommon::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) { // Instead of plumbing through properly (we'd need to inject these pretransformed vertices in the middle // of SoftwareTransform(), which would take a lot of refactoring), we'll cheat and just turn these into // through vertices. // Since the only known use is Thrillville and it only uses it to clear, we just use color and pos. struct ImmVertex { float uv[2]; uint32_t color; float xyz[3]; }; std::vector temp; temp.resize(vertexCount); uint32_t color1Used = 0; for (int i = 0; i < vertexCount; i++) { // Since we're sending through, scale back up to w/h. temp[i].uv[0] = buffer[i].u * gstate.getTextureWidth(0); temp[i].uv[1] = buffer[i].v * gstate.getTextureHeight(0); temp[i].color = buffer[i].color0_32; temp[i].xyz[0] = buffer[i].pos[0]; temp[i].xyz[1] = buffer[i].pos[1]; temp[i].xyz[2] = buffer[i].pos[2]; color1Used |= buffer[i].color1_32; } int vtype = GE_VTYPE_TC_FLOAT | GE_VTYPE_POS_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_THROUGH; // TODO: Handle fog and secondary color somehow? if (gstate.isFogEnabled() && !gstate.isModeThrough()) { WARN_LOG_REPORT_ONCE(geimmfog, G3D, "Imm vertex used fog"); } if (color1Used != 0 && gstate.isUsingSecondaryColor() && !gstate.isModeThrough()) { WARN_LOG_REPORT_ONCE(geimmcolor1, G3D, "Imm vertex used secondary color"); } bool prevThrough = gstate.isModeThrough(); // Code checks this reg directly, not just the vtype ID. if (!prevThrough) { gstate.vertType |= GE_VTYPE_THROUGH; gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_UVSCALEOFFSET | DIRTY_CULLRANGE); } int bytesRead; uint32_t vertTypeID = GetVertTypeID(vtype, 0, decOptions_.applySkinInDecode); SubmitPrim(&temp[0], nullptr, prim, vertexCount, vertTypeID, cullMode, &bytesRead); DispatchFlush(); if (!prevThrough) { gstate.vertType &= ~GE_VTYPE_THROUGH; gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_UVSCALEOFFSET | DIRTY_CULLRANGE); } } // This code has plenty of potential for optimization. // // It does the simplest and safest test possible: If all points of a bbox is outside a single of // our clipping planes, we reject the box. Tighter bounds would be desirable but would take more calculations. bool DrawEngineCommon::TestBoundingBox(const void *control_points, const void *inds, int vertexCount, u32 vertType) { SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12); float *verts = (float *)(decoded + 65536 * 18); // Although this may lead to drawing that shouldn't happen, the viewport is more complex on VR. // Let's always say objects are within bounds. if (gstate_c.Use(GPU_USE_VIRTUAL_REALITY)) return true; // Try to skip NormalizeVertices if it's pure positions. No need to bother with a vertex decoder // and a large vertex format. if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_FLOAT && !inds) { verts = (float *)control_points; } else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_8BIT && !inds) { const s8 *vtx = (const s8 *)control_points; for (int i = 0; i < vertexCount * 3; i++) { verts[i] = vtx[i] * (1.0f / 128.0f); } } else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_16BIT && !inds) { const s16 *vtx = (const s16*)control_points; for (int i = 0; i < vertexCount * 3; i++) { verts[i] = vtx[i] * (1.0f / 32768.0f); } } else { // Simplify away indices, bones, and morph before proceeding. u8 *temp_buffer = decoded + 65536 * 24; int vertexSize = 0; u16 indexLowerBound = 0; u16 indexUpperBound = (u16)vertexCount - 1; if (vertexCount > 0 && inds) { GetIndexBounds(inds, vertexCount, vertType, &indexLowerBound, &indexUpperBound); } // Force software skinning. bool wasApplyingSkinInDecode = decOptions_.applySkinInDecode; decOptions_.applySkinInDecode = true; NormalizeVertices((u8 *)corners, temp_buffer, (const u8 *)control_points, indexLowerBound, indexUpperBound, vertType); decOptions_.applySkinInDecode = wasApplyingSkinInDecode; IndexConverter conv(vertType, inds); for (int i = 0; i < vertexCount; i++) { verts[i * 3] = corners[conv(i)].pos.x; verts[i * 3 + 1] = corners[conv(i)].pos.y; verts[i * 3 + 2] = corners[conv(i)].pos.z; } } Plane planes[6]; float world[16]; float view[16]; float worldview[16]; float worldviewproj[16]; ConvertMatrix4x3To4x4(world, gstate.worldMatrix); ConvertMatrix4x3To4x4(view, gstate.viewMatrix); // TODO: Create a Matrix4x3ByMatrix4x3, and Matrix4x4ByMatrix4x3? Matrix4ByMatrix4(worldview, world, view); Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix); // Next, we need to apply viewport, scissor, region, and even offset - but only for X/Y. // Note that the PSP does not clip against the viewport. const Vec2f baseOffset = Vec2f(gstate.getOffsetX(), gstate.getOffsetY()); // Region1 (rate) is used as an X1/Y1 here, matching PSP behavior. Vec2f minOffset = baseOffset + Vec2f(std::max(gstate.getRegionRateX() - 0x100, gstate.getScissorX1()), std::max(gstate.getRegionRateY() - 0x100, gstate.getScissorY1())) - Vec2f(1.0f, 1.0f); Vec2f maxOffset = baseOffset + Vec2f(std::min(gstate.getRegionX2(), gstate.getScissorX2()), std::min(gstate.getRegionY2(), gstate.getScissorY2())) + Vec2f(1.0f, 1.0f); // Now let's apply the viewport to our scissor/region + offset range. Vec2f inverseViewportScale = Vec2f(1.0f / gstate.getViewportXScale(), 1.0f / gstate.getViewportYScale()); Vec2f minViewport = (minOffset - Vec2f(gstate.getViewportXCenter(), gstate.getViewportYCenter())) * inverseViewportScale; Vec2f maxViewport = (maxOffset - Vec2f(gstate.getViewportXCenter(), gstate.getViewportYCenter())) * inverseViewportScale; Lin::Matrix4x4 applyViewport; applyViewport.empty(); // Scale to the viewport's size. applyViewport.xx = 2.0f / (maxViewport.x - minViewport.x); applyViewport.yy = 2.0f / (maxViewport.y - minViewport.y); applyViewport.zz = 1.0f; applyViewport.ww = 1.0f; // And offset to the viewport's centers. applyViewport.wx = -(maxViewport.x + minViewport.x) / (maxViewport.x - minViewport.x); applyViewport.wy = -(maxViewport.y + minViewport.y) / (maxViewport.y - minViewport.y); float screenBounds[16]; Matrix4ByMatrix4(screenBounds, worldviewproj, applyViewport.m); PlanesFromMatrix(screenBounds, planes); // Note: near/far are not checked without clamp/clip enabled, so we skip those planes. int totalPlanes = gstate.isDepthClampEnabled() ? 6 : 4; for (int plane = 0; plane < totalPlanes; plane++) { int inside = 0; int out = 0; for (int i = 0; i < vertexCount; i++) { // Here we can test against the frustum planes! float value = planes[plane].Test(verts + i * 3); if (value <= -FLT_EPSILON) out++; else inside++; } if (inside == 0) { // All out - but check for X and Y if the offset was near the cullbox edge. bool outsideEdge = false; if (plane == 1) outsideEdge = minOffset.x < 1.0f; if (plane == 2) outsideEdge = minOffset.y < 1.0f; else if (plane == 0) outsideEdge = maxOffset.x >= 4096.0f; else if (plane == 3) outsideEdge = maxOffset.y >= 4096.0f; // Only consider this outside if offset + scissor/region is fully inside the cullbox. if (!outsideEdge) return false; } // Any out. For testing that the planes are in the right locations. // if (out != 0) return false; } return true; } // TODO: This probably is not the best interface. bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) { // This is always for the current vertices. u16 indexLowerBound = 0; u16 indexUpperBound = count - 1; if (!Memory::IsValidAddress(gstate_c.vertexAddr) || count == 0) return false; bool savedVertexFullAlpha = gstate_c.vertexFullAlpha; if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { const u8 *inds = Memory::GetPointer(gstate_c.indexAddr); const u16_le *inds16 = (const u16_le *)inds; const u32_le *inds32 = (const u32_le *)inds; if (inds) { GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound); indices.resize(count); switch (gstate.vertType & GE_VTYPE_IDX_MASK) { case GE_VTYPE_IDX_8BIT: for (int i = 0; i < count; ++i) { indices[i] = inds[i]; } break; case GE_VTYPE_IDX_16BIT: for (int i = 0; i < count; ++i) { indices[i] = inds16[i]; } break; case GE_VTYPE_IDX_32BIT: WARN_LOG_REPORT_ONCE(simpleIndexes32, G3D, "SimpleVertices: Decoding 32-bit indexes"); for (int i = 0; i < count; ++i) { // These aren't documented and should be rare. Let's bounds check each one. if (inds32[i] != (u16)inds32[i]) { ERROR_LOG_REPORT_ONCE(simpleIndexes32Bounds, G3D, "SimpleVertices: Index outside 16-bit range"); } indices[i] = (u16)inds32[i]; } break; } } else { indices.clear(); } } else { indices.clear(); } static std::vector temp_buffer; static std::vector simpleVertices; temp_buffer.resize(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32)); simpleVertices.resize(indexUpperBound + 1); NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), indexLowerBound, indexUpperBound, gstate.vertType); float world[16]; float view[16]; float worldview[16]; float worldviewproj[16]; ConvertMatrix4x3To4x4(world, gstate.worldMatrix); ConvertMatrix4x3To4x4(view, gstate.viewMatrix); Matrix4ByMatrix4(worldview, world, view); Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix); vertices.resize(indexUpperBound + 1); uint32_t vertType = gstate.vertType; for (int i = indexLowerBound; i <= indexUpperBound; ++i) { const SimpleVertex &vert = simpleVertices[i]; if ((vertType & GE_VTYPE_THROUGH) != 0) { if (vertType & GE_VTYPE_TC_MASK) { vertices[i].u = vert.uv[0]; vertices[i].v = vert.uv[1]; } else { vertices[i].u = 0.0f; vertices[i].v = 0.0f; } vertices[i].x = vert.pos.x; vertices[i].y = vert.pos.y; vertices[i].z = vert.pos.z; if (vertType & GE_VTYPE_COL_MASK) { memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c)); } else { memset(vertices[i].c, 0, sizeof(vertices[i].c)); } vertices[i].nx = 0; // No meaningful normals in through mode vertices[i].ny = 0; vertices[i].nz = 1.0f; } else { float clipPos[4]; Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj); Vec3f screenPos = ClipToScreen(clipPos); Vec3f drawPos = ScreenToDrawing(screenPos); if (vertType & GE_VTYPE_TC_MASK) { vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0); vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0); } else { vertices[i].u = 0.0f; vertices[i].v = 0.0f; } // Should really have separate coordinates for before and after transform. vertices[i].x = drawPos.x; vertices[i].y = drawPos.y; vertices[i].z = drawPos.z; if (vertType & GE_VTYPE_COL_MASK) { memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c)); } else { memset(vertices[i].c, 0, sizeof(vertices[i].c)); } vertices[i].nx = vert.nrm.x; vertices[i].ny = vert.nrm.y; vertices[i].nz = vert.nrm.z; } } gstate_c.vertexFullAlpha = savedVertexFullAlpha; return true; } // This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning. // The rest of the transform pipeline like lighting will go as normal, either hardware or software. // The implementation is initially a bit inefficient but shouldn't be a big deal. // An intermediate buffer of not-easy-to-predict size is stored at bufPtr. u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType) { // First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate // implementation of the vertex decoder. dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound); // OK, morphing eliminated but bones still remain to be taken care of. // Let's do a partial software transform where we only do skinning. VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType); SimpleVertex *sverts = (SimpleVertex *)outPtr; const u8 defaultColor[4] = { (u8)gstate.getMaterialAmbientR(), (u8)gstate.getMaterialAmbientG(), (u8)gstate.getMaterialAmbientB(), (u8)gstate.getMaterialAmbientA(), }; // Let's have two separate loops, one for non skinning and one for skinning. if (!dec->skinInDecode && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) { int numBoneWeights = vertTypeGetNumBoneWeights(vertType); for (int i = lowerBound; i <= upperBound; i++) { reader.Goto(i - lowerBound); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } if (vertType & GE_VTYPE_COL_MASK) { sv.color_32 = reader.ReadColor0_8888(); } else { memcpy(sv.color, defaultColor, 4); } float nrm[3], pos[3]; float bnrm[3], bpos[3]; if (vertType & GE_VTYPE_NRM_MASK) { // Normals are generated during tessellation anyway, not sure if any need to supply reader.ReadNrm(nrm); } else { nrm[0] = 0; nrm[1] = 0; nrm[2] = 1.0f; } reader.ReadPos(pos); // Apply skinning transform directly float weights[8]; reader.ReadWeights(weights); // Skinning Vec3Packedf psum(0, 0, 0); Vec3Packedf nsum(0, 0, 0); for (int w = 0; w < numBoneWeights; w++) { if (weights[w] != 0.0f) { Vec3ByMatrix43(bpos, pos, gstate.boneMatrix + w * 12); Vec3Packedf tpos(bpos); psum += tpos * weights[w]; Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix + w * 12); Vec3Packedf tnorm(bnrm); nsum += tnorm * weights[w]; } } sv.pos = psum; sv.nrm = nsum; } } else { for (int i = lowerBound; i <= upperBound; i++) { reader.Goto(i - lowerBound); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } else { sv.uv[0] = 0.0f; // This will get filled in during tessellation sv.uv[1] = 0.0f; } if (vertType & GE_VTYPE_COL_MASK) { sv.color_32 = reader.ReadColor0_8888(); } else { memcpy(sv.color, defaultColor, 4); } if (vertType & GE_VTYPE_NRM_MASK) { // Normals are generated during tessellation anyway, not sure if any need to supply reader.ReadNrm((float *)&sv.nrm); } else { sv.nrm.x = 0.0f; sv.nrm.y = 0.0f; sv.nrm.z = 1.0f; } reader.ReadPos((float *)&sv.pos); } } // Okay, there we are! Return the new type (but keep the index bits) return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & (GE_VTYPE_IDX_MASK | GE_VTYPE_THROUGH)); } void DrawEngineCommon::ApplyFramebufferRead(FBOTexState *fboTexState) { if (gstate_c.Use(GPU_USE_FRAMEBUFFER_FETCH)) { *fboTexState = FBO_TEX_READ_FRAMEBUFFER; } else { gpuStats.numCopiesForShaderBlend++; *fboTexState = FBO_TEX_COPY_BIND_TEX; } gstate_c.Dirty(DIRTY_SHADERBLEND); } void DrawEngineCommon::DecodeVertsStep(u8 *dest, int &i, int &decodedVerts) { PROFILE_THIS_SCOPE("vertdec"); const DeferredDrawCall &dc = drawCalls[i]; indexGen.SetIndex(decodedVerts); int indexLowerBound = dc.indexLowerBound; int indexUpperBound = dc.indexUpperBound; if (dc.indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) { // Decode the verts (and at the same time apply morphing/skinning). Simple. dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride, dc.verts, indexLowerBound, indexUpperBound); decodedVerts += indexUpperBound - indexLowerBound + 1; bool clockwise = true; if (gstate.isCullEnabled() && gstate.getCullMode() != dc.cullMode) { clockwise = false; } indexGen.AddPrim(dc.prim, dc.vertexCount, clockwise); } 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++) { bool clockwise = true; if (gstate.isCullEnabled() && gstate.getCullMode() != drawCalls[j].cullMode) { clockwise = false; } indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound, clockwise); } break; case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT: for (int j = i; j <= lastMatch; j++) { bool clockwise = true; if (gstate.isCullEnabled() && gstate.getCullMode() != drawCalls[j].cullMode) { clockwise = false; } indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16_le *)drawCalls[j].inds, indexLowerBound, clockwise); } break; case GE_VTYPE_IDX_32BIT >> GE_VTYPE_IDX_SHIFT: for (int j = i; j <= lastMatch; j++) { bool clockwise = true; if (gstate.isCullEnabled() && gstate.getCullMode() != drawCalls[j].cullMode) { clockwise = false; } indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u32_le *)drawCalls[j].inds, indexLowerBound, clockwise); } 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; } } inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) { // Switch to u32 units, and round up to avoid unaligned accesses. // Probably doesn't matter if we skip the first few bytes in some cases. const u32 *p = (const u32 *)(((uintptr_t)ptr + 3) & ~3); sz >>= 2; if (sz > 100) { size_t step = sz / 4; u32 hash = 0; for (size_t i = 0; i < sz; i += step) { hash += XXH3_64bits(p + i, 100); } return hash; } else { return p[0] + p[sz - 1]; } } u32 DrawEngineCommon::ComputeMiniHash() { u32 fullhash = 0; const int vertexSize = dec_->GetDecVtxFmt().stride; const int indexSize = IndexSize(dec_->VertexType()); int step; if (numDrawCalls < 3) { step = 1; } else if (numDrawCalls < 8) { step = 4; } else { step = numDrawCalls / 8; } for (int i = 0; i < numDrawCalls; i += step) { const DeferredDrawCall &dc = drawCalls[i]; if (!dc.inds) { fullhash += ComputeMiniHashRange(dc.verts, vertexSize * dc.vertexCount); } else { int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound; fullhash += ComputeMiniHashRange((const u8 *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound)); fullhash += ComputeMiniHashRange(dc.inds, indexSize * dc.vertexCount); } } return fullhash; } uint64_t DrawEngineCommon::ComputeHash() { uint64_t fullhash = 0; const int vertexSize = dec_->GetDecVtxFmt().stride; const int indexSize = IndexSize(dec_->VertexType()); // TODO: Add some caps both for numDrawCalls and num verts to check? // It is really very expensive to check all the vertex data so often. for (int i = 0; i < numDrawCalls; i++) { const DeferredDrawCall &dc = drawCalls[i]; if (!dc.inds) { fullhash += XXH3_64bits((const char *)dc.verts, vertexSize * dc.vertexCount); } else { int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound; int j = i + 1; int lastMatch = i; while (j < numDrawCalls) { if (drawCalls[j].verts != dc.verts) break; indexLowerBound = std::min(indexLowerBound, (int)dc.indexLowerBound); indexUpperBound = std::max(indexUpperBound, (int)dc.indexUpperBound); lastMatch = j; j++; } // This could get seriously expensive with sparse indices. Need to combine hashing ranges the same way // we do when drawing. fullhash += XXH3_64bits((const char *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound)); // Hm, we will miss some indices when combining above, but meh, it should be fine. fullhash += XXH3_64bits((const char *)dc.inds, indexSize * dc.vertexCount); i = lastMatch; } } fullhash += XXH3_64bits(&drawCalls[0].uvScale, sizeof(drawCalls[0].uvScale) * numDrawCalls); return fullhash; } // Cheap bit scrambler from https://nullprogram.com/blog/2018/07/31/ inline uint32_t lowbias32_r(uint32_t x) { x ^= x >> 16; x *= 0x43021123U; x ^= x >> 15 ^ x >> 30; x *= 0x1d69e2a5U; x ^= x >> 16; return x; } // vertTypeID is the vertex type but with the UVGen mode smashed into the top bits. void DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) { if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX) { DispatchFlush(); } // This isn't exactly right, if we flushed, since prims can straddle previous calls. // But it generally works for common usage. if (prim == GE_PRIM_KEEP_PREVIOUS) { // Has to be set to something, let's assume POINTS (0) if no previous. if (prevPrim_ == GE_PRIM_INVALID) prevPrim_ = GE_PRIM_POINTS; prim = prevPrim_; } else { prevPrim_ = prim; } // If vtype has changed, setup the vertex decoder. if (vertTypeID != lastVType_) { dec_ = GetVertexDecoder(vertTypeID); lastVType_ = vertTypeID; } *bytesRead = vertexCount * dec_->VertexSize(); // Check that we have enough vertices to form the requested primitive. if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > GE_PRIM_LINE_STRIP && prim != GE_PRIM_RECTANGLES)) return; if (g_Config.bVertexCache) { u32 dhash = dcid_; dhash = __rotl(dhash ^ (u32)(uintptr_t)verts, 13); dhash = __rotl(dhash ^ (u32)(uintptr_t)inds, 19); dhash = __rotl(dhash ^ (u32)vertTypeID, 7); dhash = __rotl(dhash ^ (u32)vertexCount, 11); dcid_ = lowbias32_r(dhash ^ (u32)prim); } DeferredDrawCall &dc = drawCalls[numDrawCalls]; dc.verts = verts; dc.inds = inds; dc.vertexCount = vertexCount; dc.indexType = (vertTypeID & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT; dc.prim = prim; dc.cullMode = cullMode; dc.uvScale = gstate_c.uv; if (inds) { GetIndexBounds(inds, vertexCount, vertTypeID, &dc.indexLowerBound, &dc.indexUpperBound); } else { dc.indexLowerBound = 0; dc.indexUpperBound = vertexCount - 1; } numDrawCalls++; vertexCountInDrawCalls_ += vertexCount; if (decOptions_.applySkinInDecode && (vertTypeID & GE_VTYPE_WEIGHT_MASK)) { DecodeVertsStep(decoded, decodeCounter_, decodedVerts_); decodeCounter_++; } if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) { // Rendertarget == texture? Shouldn't happen. Still, try some mitigations. gstate_c.Dirty(DIRTY_TEXTURE_PARAMS); DispatchFlush(); } } bool DrawEngineCommon::CanUseHardwareTransform(int prim) { if (!useHWTransform_) return false; return !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && prim > GE_PRIM_LINE_STRIP; } bool DrawEngineCommon::CanUseHardwareTessellation(GEPatchPrimType prim) { if (useHWTessellation_) { return CanUseHardwareTransform(PatchPrimToPrim(prim)); } return false; } void TessellationDataTransfer::CopyControlPoints(float *pos, float *tex, float *col, int posStride, int texStride, int colStride, const SimpleVertex *const *points, int size, u32 vertType) { bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0; bool hasTexCoord = (vertType & GE_VTYPE_TC_MASK) != 0; for (int i = 0; i < size; ++i) { memcpy(pos, points[i]->pos.AsArray(), 3 * sizeof(float)); pos += posStride; } if (hasTexCoord) { for (int i = 0; i < size; ++i) { memcpy(tex, points[i]->uv, 2 * sizeof(float)); tex += texStride; } } if (hasColor) { for (int i = 0; i < size; ++i) { memcpy(col, Vec4f::FromRGBA(points[i]->color_32).AsArray(), 4 * sizeof(float)); col += colStride; } } }