// 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/. #pragma once #include #include #include "Common/CommonTypes.h" #include "Common/Hashmaps.h" #include "GPU/GPUState.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/IndexGenerator.h" #include "GPU/Common/VertexDecoderCommon.h" class VertexDecoder; enum { VERTEX_BUFFER_MAX = 65536, DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 64, DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 16, SPLINE_BUFFER_SIZE = VERTEX_BUFFER_MAX * 26, // At least, this buffer needs greater than 1679616 bytes for Mist Dragon morphing in FF4CC. }; // Avoiding the full include of TextureDecoder.h. #if (defined(_M_SSE) && defined(_M_X64)) || defined(ARM64) typedef u64 ReliableHashType; #else typedef u32 ReliableHashType; #endif inline uint32_t GetVertTypeID(uint32_t vertType, int uvGenMode) { // As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it // into the top of the verttype where there are unused bits. return (vertType & 0xFFFFFF) | (uvGenMode << 24); } class DrawEngineCommon { public: DrawEngineCommon(); virtual ~DrawEngineCommon(); bool GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices); static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType); // Flush is normally non-virtual but here's a virtual way to call it, used by the shared spline code, which is expensive anyway. // Not really sure if these wrappers are worth it... virtual void DispatchFlush() = 0; // This would seem to be unnecessary now, but is still required for splines/beziers to work in the software backend since SubmitPrim // is different. Should probably refactor that. // Note that vertTypeID should be computed using GetVertTypeID(). virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int *bytesRead) { SubmitPrim(verts, inds, prim, vertexCount, vertTypeID, -1, bytesRead); } bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType, int *bytesRead); void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead); void SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead); void SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead); std::vector DebugGetVertexLoaderIDs(); std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType); virtual void Resized(); bool IsCodePtrVertexDecoder(const u8 *ptr) const { return decJitCache_->IsInSpace(ptr); } int GetNumDrawCalls() const { return numDrawCalls; } VertexDecoder *GetVertexDecoder(u32 vtype); protected: virtual void ClearTrackedVertexArrays() {} int ComputeNumVertsToDecode() const; void DecodeVerts(u8 *dest); // Preprocessing for spline/bezier u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize = nullptr); // Utility for vertex caching u32 ComputeMiniHash(); ReliableHashType ComputeHash(); // Vertex decoding void DecodeVertsStep(u8 *dest, int &i, int &decodedVerts); bool ApplyShaderBlending(); inline int IndexSize(u32 vtype) const { const u32 indexType = (vtype & GE_VTYPE_IDX_MASK); if (indexType == GE_VTYPE_IDX_16BIT) { return 2; } else if (indexType == GE_VTYPE_IDX_32BIT) { return 4; } return 1; } // Vertex collector buffers u8 *decoded = nullptr; u16 *decIndex = nullptr; u8 *splineBuffer = nullptr; // Cached vertex decoders u32 lastVType_ = -1; DenseHashMap decoderMap_; VertexDecoder *dec_ = nullptr; VertexDecoderJitCache *decJitCache_ = nullptr; VertexDecoderOptions decOptions_{}; TransformedVertex *transformed = nullptr; TransformedVertex *transformedExpanded = nullptr; // Defer all vertex decoding to a "Flush" (except when software skinning) struct DeferredDrawCall { void *verts; void *inds; u8 indexType; s8 prim; u16 vertexCount; u16 indexLowerBound; u16 indexUpperBound; UVScale uvScale; int cullMode; }; enum { MAX_DEFERRED_DRAW_CALLS = 128 }; DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS]; int numDrawCalls = 0; int vertexCountInDrawCalls_ = 0; int decimationCounter_ = 0; int decodeCounter_ = 0; u32 dcid_ = 0; // Vertex collector state IndexGenerator indexGen; int decodedVerts_ = 0; GEPrimitiveType prevPrim_ = GE_PRIM_INVALID; // Fixed index buffer for easy quad generation from spline/bezier u16 *quadIndices_ = nullptr; // Shader blending state bool fboTexNeedBind_ = false; bool fboTexBound_ = false; // Hardware tessellation int numPatches; class TessellationDataTransfer { protected: // TODO: These aren't used by all backends. int prevSize; int prevSizeTex; int prevSizeCol; public: virtual ~TessellationDataTransfer() {} // Send spline/bezier's control points to vertex shader through floating point texture. virtual void PrepareBuffers(float *&pos, float *&tex, float *&col, int &posStride, int &texStride, int &colStride, int size, bool hasColor, bool hasTexCoords) { posStride = 4; texStride = 4; colStride = 4; } virtual void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) = 0; virtual void EndFrame() {} }; TessellationDataTransfer *tessDataTransfer; };