// 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. // 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 "native/gfx_es2/gl_state.h" #include "ext/xxhash.h" #include "GPU/Math3D.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/GLES/StateMapping.h" #include "GPU/GLES/TextureCache.h" #include "GPU/GLES/TransformPipeline.h" #include "GPU/GLES/VertexDecoder.h" #include "GPU/GLES/ShaderManager.h" #include "GPU/GLES/GLES_GPU.h" #include "GPU/Common/SplineCommon.h" extern const GLuint glprim[8] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_TRIANGLES, // With OpenGL ES we have to expand sprites into triangles, tripling the data instead of doubling. sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS? }; enum { VERTEX_BUFFER_MAX = 65536, DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 48, DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 20, TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex) }; #define QUAD_INDICES_MAX 32768 #define VERTEXCACHE_DECIMATION_INTERVAL 17 TransformDrawEngine::TransformDrawEngine() : collectedVerts(0), prevPrim_(GE_PRIM_INVALID), dec_(0), lastVType_(-1), curVbo_(0), shaderManager_(0), textureCache_(0), framebufferManager_(0), numDrawCalls(0), vertexCountInDrawCalls(0), uvScale(0), decodeCounter_(0) { decimationCounter_ = VERTEXCACHE_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); decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE); transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE); transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE); quadIndices_ = new u16[6 * QUAD_INDICES_MAX]; for (int i = 0; i < QUAD_INDICES_MAX; i++) { quadIndices_[i * 6 + 0] = i * 4; quadIndices_[i * 6 + 1] = i * 4 + 2; quadIndices_[i * 6 + 2] = i * 4 + 1; quadIndices_[i * 6 + 3] = i * 4 + 1; quadIndices_[i * 6 + 4] = i * 4 + 2; quadIndices_[i * 6 + 5] = i * 4 + 3; } if (g_Config.bPrescaleUV) { uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS]; } memset(vbo_, 0, sizeof(vbo_)); memset(ebo_, 0, sizeof(ebo_)); indexGen.Setup(decIndex); decJitCache_ = new VertexDecoderJitCache(); InitDeviceObjects(); register_gl_resource_holder(this); } TransformDrawEngine::~TransformDrawEngine() { DestroyDeviceObjects(); FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE); FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE); FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE); FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE); delete [] quadIndices_; unregister_gl_resource_holder(this); delete decJitCache_; for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) { delete iter->second; } delete [] uvScale; } void TransformDrawEngine::InitDeviceObjects() { if (!vbo_[0]) { glGenBuffers(NUM_VBOS, &vbo_[0]); glGenBuffers(NUM_VBOS, &ebo_[0]); } else { ERROR_LOG(G3D, "Device objects already initialized!"); } } void TransformDrawEngine::DestroyDeviceObjects() { glDeleteBuffers(NUM_VBOS, &vbo_[0]); glDeleteBuffers(NUM_VBOS, &ebo_[0]); memset(vbo_, 0, sizeof(vbo_)); memset(ebo_, 0, sizeof(ebo_)); ClearTrackedVertexArrays(); } void TransformDrawEngine::GLLost() { ILOG("TransformDrawEngine::GLLost()"); // The objects have already been deleted. memset(vbo_, 0, sizeof(vbo_)); memset(ebo_, 0, sizeof(ebo_)); ClearTrackedVertexArrays(); InitDeviceObjects(); } 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, {GL_UNSIGNED_BYTE, 2, GL_FALSE},// DEC_U8A_2, {GL_UNSIGNED_SHORT, 2, GL_FALSE},// DEC_U16A_2, }; static inline void VertexAttribSetup(int attrib, int fmt, int stride, u8 *ptr) { if (attrib != -1 && fmt) { const GlTypeInfo &type = GLComp[fmt]; glVertexAttribPointer(attrib, type.count, type.type, type.normalized, stride, ptr); } } // TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets static void SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt, u8 *vertexData) { VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.stride, vertexData + decFmt.w0off); VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, vertexData + decFmt.w1off); VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, vertexData + decFmt.uvoff); VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, vertexData + decFmt.c0off); VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, vertexData + decFmt.c1off); VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, vertexData + decFmt.nrmoff); VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, vertexData + decFmt.posoff); } VertexDecoder *TransformDrawEngine::GetVertexDecoder(u32 vtype) { auto iter = decoderMap_.find(vtype); if (iter != decoderMap_.end()) return iter->second; VertexDecoder *dec = new VertexDecoder(); dec->SetVertexType(vtype, decJitCache_); decoderMap_[vtype] = dec; return dec; } void TransformDrawEngine::SetupVertexDecoder(u32 vertType) { // If vtype has changed, setup the vertex decoder. // TODO: Simply cache the setup decoders instead. if (vertType != lastVType_) { dec_ = GetVertexDecoder(vertType); lastVType_ = vertType; } } int TransformDrawEngine::EstimatePerVertexCost() { // TODO: This is transform cost, also account for rasterization cost somehow... although it probably // runs in parallel with transform. // Also, this is all pure guesswork. If we can find a way to do measurements, that would be great. // GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things // went too fast and starts doing all the work over again). int cost = 20; if (gstate.isLightingEnabled()) { cost += 10; } for (int i = 0; i < 4; i++) { if (gstate.isLightChanEnabled(i)) cost += 10; } if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) { cost += 20; } if (dec_ && dec_->morphcount > 1) { cost += 5 * dec_->morphcount; } return cost; } void TransformDrawEngine::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) { if (vertexCount == 0) return; // we ignore zero-sized draw calls. if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX) Flush(); // TODO: Is this the right thing to do? if (prim == GE_PRIM_KEEP_PREVIOUS) { prim = prevPrim_; } prevPrim_ = prim; SetupVertexDecoder(vertType); dec_->IncrementStat(STAT_VERTSSUBMITTED, vertexCount); if (bytesRead) *bytesRead = vertexCount * dec_->VertexSize(); gpuStats.numDrawCalls++; gpuStats.numVertsSubmitted += vertexCount; 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; if (inds) { GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound); } else { dc.indexLowerBound = 0; dc.indexUpperBound = vertexCount - 1; } if (uvScale) { uvScale[numDrawCalls] = gstate_c.uv; } numDrawCalls++; vertexCountInDrawCalls += vertexCount; if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) { DecodeVertsStep(); decodeCounter_++; } } void TransformDrawEngine::DecodeVerts() { UVScale origUV; if (uvScale) origUV = gstate_c.uv; for (; decodeCounter_ < numDrawCalls; decodeCounter_++) { if (uvScale) gstate_c.uv = uvScale[decodeCounter_]; DecodeVertsStep(); } // 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); } if (uvScale) gstate_c.uv = origUV; } void TransformDrawEngine::DecodeVertsStep() { const int i = decodeCounter_; const DeferredDrawCall &dc = drawCalls[i]; indexGen.SetIndex(collectedVerts); int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound; u32 indexType = dc.indexType; void *inds = dc.inds; if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) { // Decode the verts and apply morphing. Simple. dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride, dc.verts, indexLowerBound, indexUpperBound); collectedVerts += 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 j = i + 1; int lastMatch = i; while (j < numDrawCalls) { if (drawCalls[j].verts != dc.verts) break; if (uvScale && memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0])) != 0) break; indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound); indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound); lastMatch = j; j++; } // 2. Loop through the drawcalls, translating indices as we go. for (j = i; j <= lastMatch; j++) { switch (indexType) { case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT: indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound); break; case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT: indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound); break; } } int vertexCount = indexUpperBound - indexLowerBound + 1; // 3. Decode that range of vertex data. dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride, dc.verts, indexLowerBound, indexUpperBound); collectedVerts += vertexCount; // 4. Advance indexgen vertex counter. indexGen.Advance(vertexCount); decodeCounter_ = lastMatch; } } u32 TransformDrawEngine::ComputeHash() { u32 fullhash = 0; int vertexSize = dec_->GetDecVtxFmt().stride; // 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 += XXH32((const char *)dc.verts, vertexSize * dc.vertexCount, 0x1DE8CAC4); } 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 += XXH32((const char *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound), 0x029F3EE1); int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1; // Hm, we will miss some indices when combining above, but meh, it should be fine. fullhash += XXH32((const char *)dc.inds, indexSize * dc.vertexCount, 0x955FD1CA); i = lastMatch; } } if (uvScale) { fullhash += XXH32(&uvScale[0], sizeof(uvScale[0]) * numDrawCalls, 0x0123e658); } return fullhash; } u32 TransformDrawEngine::ComputeFastDCID() { u32 hash = 0; for (int i = 0; i < numDrawCalls; i++) { hash ^= (u32)(uintptr_t)drawCalls[i].verts; hash = __rotl(hash, 13); hash ^= (u32)(uintptr_t)drawCalls[i].inds; hash = __rotl(hash, 13); hash ^= (u32)drawCalls[i].vertType; hash = __rotl(hash, 13); hash ^= (u32)drawCalls[i].vertexCount; hash = __rotl(hash, 13); hash ^= (u32)drawCalls[i].prim; } return hash; } enum { VAI_KILL_AGE = 120 }; void TransformDrawEngine::ClearTrackedVertexArrays() { for (auto vai = vai_.begin(); vai != vai_.end(); vai++) { delete vai->second; } vai_.clear(); } void TransformDrawEngine::DecimateTrackedVertexArrays() { if (--decimationCounter_ <= 0) { decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL; } else { return; } int threshold = gpuStats.numFlips - VAI_KILL_AGE; for (auto iter = vai_.begin(); iter != vai_.end(); ) { if (iter->second->lastFrame < threshold) { delete iter->second; vai_.erase(iter++); } else ++iter; } // Enable if you want to see vertex decoders in the log output. Need a better way. #if 0 char buffer[16384]; for (std::map::iterator dec = decoderMap_.begin(); dec != decoderMap_.end(); ++dec) { char *ptr = buffer; ptr += dec->second->ToString(ptr); // *ptr++ = '\n'; NOTICE_LOG(G3D, buffer); } #endif } VertexArrayInfo::~VertexArrayInfo() { if (vbo) glDeleteBuffers(1, &vbo); if (ebo) glDeleteBuffers(1, &ebo); } void TransformDrawEngine::DoFlush() { gpuStats.numFlushes++; gpuStats.numTrackedVertexArrays = (int)vai_.size(); // This is not done on every drawcall, we should collect vertex data // until critical state changes. That's when we draw (flush). GEPrimitiveType prim = prevPrim_; ApplyDrawState(prim); LinkedShader *program = shaderManager_->ApplyShader(prim, lastVType_); if (program->useHWTransform_) { GLuint vbo = 0, ebo = 0; int vertexCount = 0; int maxIndex = 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; if (useCache) { u32 id = ComputeFastDCID(); auto iter = vai_.find(id); VertexArrayInfo *vai; if (iter != vai_.end()) { // We've seen this before. Could have been a cached draw. vai = iter->second; } else { vai = new VertexArrayInfo(); vai_[id] = vai; } switch (vai->status) { case VertexArrayInfo::VAI_NEW: { // Haven't seen this one before. u32 dataHash = ComputeHash(); vai->hash = dataHash; vai->status = VertexArrayInfo::VAI_HASHING; vai->drawsUntilNextFullHash = 0; DecodeVerts(); // writes to indexGen vai->numVerts = indexGen.VertexCount(); vai->prim = indexGen.Prim(); vai->maxIndex = indexGen.MaxIndex(); 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) { u32 newHash = ComputeHash(); if (newHash != vai->hash) { vai->status = VertexArrayInfo::VAI_UNRELIABLE; if (vai->vbo) { glDeleteBuffers(1, &vai->vbo); vai->vbo = 0; } if (vai->ebo) { glDeleteBuffers(1, &vai->ebo); vai->ebo = 0; } DecodeVerts(); goto rotateVBO; } if (vai->numVerts > 100) { // exponential backoff up to 16 draws, then every 24 vai->drawsUntilNextFullHash = std::min(24, 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--; // TODO: "mini-hashing" the first 32 bytes of the vertex/index data or something. } if (vai->vbo == 0) { DecodeVerts(); vai->numVerts = indexGen.VertexCount(); vai->prim = indexGen.Prim(); vai->maxIndex = indexGen.MaxIndex(); useElements = !indexGen.SeenOnlyPurePrims(); if (!useElements && indexGen.PureCount()) { vai->numVerts = indexGen.PureCount(); } glGenBuffers(1, &vai->vbo); glBindBuffer(GL_ARRAY_BUFFER, vai->vbo); glBufferData(GL_ARRAY_BUFFER, dec_->GetDecVtxFmt().stride * indexGen.MaxIndex(), decoded, GL_STATIC_DRAW); // 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) { glGenBuffers(1, &vai->ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vai->ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * indexGen.VertexCount(), (GLvoid *)decIndex, GL_STATIC_DRAW); } else { vai->ebo = 0; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } } else { gpuStats.numCachedDrawCalls++; glBindBuffer(GL_ARRAY_BUFFER, vai->vbo); if (vai->ebo) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vai->ebo); useElements = vai->ebo ? true : false; gpuStats.numCachedVertsDrawn += vai->numVerts; } vbo = vai->vbo; ebo = vai->ebo; vertexCount = vai->numVerts; maxIndex = vai->maxIndex; prim = static_cast(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++; gpuStats.numCachedVertsDrawn += vai->numVerts; vbo = vai->vbo; ebo = vai->ebo; glBindBuffer(GL_ARRAY_BUFFER, vbo); if (ebo) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); vertexCount = vai->numVerts; maxIndex = vai->maxIndex; prim = static_cast(vai->prim); break; } case VertexArrayInfo::VAI_UNRELIABLE: { vai->numDraws++; if (vai->lastFrame != gpuStats.numFlips) { vai->numFrames++; } DecodeVerts(); goto rotateVBO; } } vai->lastFrame = gpuStats.numFlips; } else { DecodeVerts(); rotateVBO: gpuStats.numUncachedVertsDrawn += indexGen.VertexCount(); useElements = !indexGen.SeenOnlyPurePrims(); vertexCount = indexGen.VertexCount(); maxIndex = indexGen.MaxIndex(); if (!useElements && indexGen.PureCount()) { vertexCount = indexGen.PureCount(); } glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); prim = indexGen.Prim(); } VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount); SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded); if (useElements) { #ifdef USING_GLES2 glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex); #else glDrawRangeElements(glprim[prim], 0, maxIndex, vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex); #endif if (ebo) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } else { glDrawArrays(glprim[prim], 0, vertexCount); } if (vbo) glBindBuffer(GL_ARRAY_BUFFER, 0); } else { DecodeVerts(); 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; VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount()); SoftwareTransformAndDraw( prim, decoded, program, indexGen.VertexCount(), dec_->VertexType(), (void *)decIndex, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(), indexGen.MaxIndex()); } indexGen.Reset(); collectedVerts = 0; numDrawCalls = 0; vertexCountInDrawCalls = 0; decodeCounter_ = 0; prevPrim_ = GE_PRIM_INVALID; #ifndef USING_GLES2 host->GPUNotifyDraw(); #endif } 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(float f[3]) const { return x * f[0] + y * f[1] + z * f[2] + w; } }; void PlanesFromMatrix(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 void ConvertMatrix4x3To4x4(float *m4x4, const float *m4x3) { m4x4[0] = m4x3[0]; m4x4[1] = m4x3[1]; m4x4[2] = m4x3[2]; m4x4[3] = 0.0f; m4x4[4] = m4x3[3]; m4x4[5] = m4x3[4]; m4x4[6] = m4x3[5]; m4x4[7] = 0.0f; m4x4[8] = m4x3[6]; m4x4[9] = m4x3[7]; m4x4[10] = m4x3[8]; m4x4[11] = 0.0f; m4x4[12] = m4x3[9]; m4x4[13] = m4x3[10]; m4x4[14] = m4x3[11]; m4x4[15] = 1.0f; } // This code is HIGHLY unoptimized! // // 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. bool TransformDrawEngine::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) { SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12); float *verts = (float *)(decoded + 65536 * 18); // 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) { // memcpy(verts, control_points, 12 * vertexCount); verts = (float *)control_points; } else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_8BIT) { 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) { 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 bones and morph before proceeding u8 *temp_buffer = decoded + 65536 * 24; NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType); // Special case for float positions only. const float *ctrl = (const float *)control_points; for (int i = 0; i < vertexCount; i++) { verts[i * 3] = corners[i].pos.x; verts[i * 3 + 1] = corners[i].pos.y; verts[i * 3 + 2] = corners[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); Matrix4ByMatrix4(worldview, world, view); Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix); PlanesFromMatrix(worldviewproj, planes); for (int plane = 0; plane < 6; 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 < 0) out++; else inside++; } if (inside == 0) { // All out return false; } // Any out. For testing that the planes are in the right locations. // if (out != 0) return false; } return true; }