/
TransformPipelineDX9.cpp
1441 lines (1231 loc) · 45.4 KB
/
TransformPipelineDX9.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// 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 "helper/dx_state.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Directx9/StateMappingDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/TransformPipelineDX9.h"
#include "GPU/Directx9/VertexDecoderDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/GPU_DX9.h"
namespace DX9 {
const D3DPRIMITIVETYPE glprim[8] = {
D3DPT_POINTLIST,
D3DPT_LINELIST,
D3DPT_LINESTRIP,
D3DPT_TRIANGLELIST,
D3DPT_TRIANGLESTRIP,
D3DPT_TRIANGLEFAN,
D3DPT_TRIANGLELIST, // 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?
};
// hrydgard's quick guesses - TODO verify
static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
{0, 0}, // invalid
{1, 0}, // 1 = D3DPT_POINTLIST,
{2, 0}, // 2 = D3DPT_LINELIST,
{2, 1}, // 3 = D3DPT_LINESTRIP,
{3, 0}, // 4 = D3DPT_TRIANGLELIST,
{1, 2}, // 5 = D3DPT_TRIANGLESTRIP,
{1, 2}, // 6 = D3DPT_TRIANGLEFAN,
};
int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1];
}
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
// Check for max first as clamping to max is more common than min when lighting.
inline float clamp(float in, float min, float max) {
return in > max ? max : (in < min ? min : in);
}
TransformDrawEngineDX9::TransformDrawEngineDX9()
: collectedVerts(0),
prevPrim_(GE_PRIM_INVALID),
dec_(0),
lastVType_(-1),
shaderManager_(0),
textureCache_(0),
framebufferManager_(0),
numDrawCalls(0),
vertexCountInDrawCalls(0),
uvScale(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];
}
indexGen.Setup(decIndex);
InitDeviceObjects();
}
TransformDrawEngineDX9::~TransformDrawEngineDX9() {
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_;
for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
delete iter->second;
}
delete [] uvScale;
}
void TransformDrawEngineDX9::InitDeviceObjects() {
}
void TransformDrawEngineDX9::DestroyDeviceObjects() {
ClearTrackedVertexArrays();
}
struct DeclTypeInfo {
u32 type;
const char * name;
};
static const DeclTypeInfo VComp[] = {
{0, "NULL"}, // DEC_NONE,
{D3DDECLTYPE_FLOAT1 ,"D3DDECLTYPE_FLOAT1 "}, // DEC_FLOAT_1,
{D3DDECLTYPE_FLOAT2 ,"D3DDECLTYPE_FLOAT2 "}, // DEC_FLOAT_2,
{D3DDECLTYPE_FLOAT3 ,"D3DDECLTYPE_FLOAT3 "}, // DEC_FLOAT_3,
{D3DDECLTYPE_FLOAT4 ,"D3DDECLTYPE_FLOAT4 "}, // DEC_FLOAT_4,
// Not supported in regular DX9 so faking, will cause graphics bugs until worked around
{D3DDECLTYPE_UBYTE4 ,"D3DDECLTYPE_BYTE4N "}, // DEC_S8_3,
{D3DDECLTYPE_SHORT4N ,"D3DDECLTYPE_SHORT4N "}, // DEC_S16_3,
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_1,
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_2,
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_3,
{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_4,
{D3DDECLTYPE_USHORT2N, "D3DDECLTYPE_USHORT2N " }, // DEC_U16_1,
{D3DDECLTYPE_USHORT2N, "D3DDECLTYPE_USHORT2N " }, // DEC_U16_2,
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
// Not supported in regular DX9 so faking, will cause graphics bugs until worked around
{D3DDECLTYPE_UBYTE4 ,"D3DDECLTYPE_BYTE4 "}, // DEC_U8A_2,
{D3DDECLTYPE_USHORT2N, "D3DDECLTYPE_USHORT4 " }, // DEC_U16A_2,
};
static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) {
memset(VertexElement, 0, sizeof(D3DVERTEXELEMENT9));
VertexElement->Offset = offset;
VertexElement->Type = VComp[fmt].type;
VertexElement->Usage = usage;
VertexElement->UsageIndex = usage_index;
}
static IDirect3DVertexDeclaration9* pHardwareVertexDecl = NULL;
static std::map<u32, IDirect3DVertexDeclaration9 *> vertexDeclMap;
static D3DVERTEXELEMENT9 VertexElements[8];
// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
static void LogDecFmtForDraw(const DecVtxFormat &decFmt) {
// Vertices Elements orders
// WEIGHT
if (decFmt.w0fmt != 0) {
printf("decFmt.w0fmt -> %s (%d)\n", VComp[decFmt.w0fmt].name, decFmt.w0off);
}
if (decFmt.w1fmt != 0) {
printf("decFmt.w1fmt -> %s (%d)\n", VComp[decFmt.w1fmt].name, decFmt.w1off);
}
// TC
if (decFmt.uvfmt != 0) {
printf("decFmt.uvfmt -> %s (%d)\n", VComp[decFmt.uvfmt].name, decFmt.uvoff);
}
// COLOR
if (decFmt.c0fmt != 0) {
printf("decFmt.c0fmt -> %s (%d)\n", VComp[decFmt.c0fmt].name, decFmt.c0off);
}
// NORMAL
if (decFmt.nrmfmt != 0) {
printf("decFmt.nrmfmt -> %s (%d)\n", VComp[decFmt.nrmfmt].name, decFmt.nrmoff);
}
// POSITION
// Always
printf("decFmt.posfmt -> %s (%d)\n", VComp[decFmt.posfmt].name, decFmt.posoff);
printf("decFmt.stride => %d\n", decFmt.stride);
//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
static void SetupDecFmtForDraw(LinkedShaderDX9 *program, const DecVtxFormat &decFmt, u32 pspFmt) {
auto vertexDeclCached = vertexDeclMap.find(pspFmt);
if (vertexDeclCached==vertexDeclMap.end()) {
D3DVERTEXELEMENT9 * VertexElement = &VertexElements[0];
int offset = 0;
// Vertices Elements orders
// WEIGHT
if (decFmt.w0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, D3DDECLUSAGE_BLENDWEIGHT, 0);
VertexElement++;
}
if (decFmt.w1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, D3DDECLUSAGE_BLENDWEIGHT, 1);
VertexElement++;
}
// TC
if (decFmt.uvfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, D3DDECLUSAGE_TEXCOORD);
VertexElement++;
}
// COLOR
if (decFmt.c0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, D3DDECLUSAGE_COLOR, 0);
VertexElement++;
}
// Never used ?
if (decFmt.c1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, D3DDECLUSAGE_COLOR, 1);
VertexElement++;
}
// NORMAL
if (decFmt.nrmfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, D3DDECLUSAGE_NORMAL, 0);
VertexElement++;
}
// POSITION
// Always
VertexAttribSetup(VertexElement, decFmt.posfmt, decFmt.posoff, D3DDECLUSAGE_POSITION, 0);
VertexElement++;
// End
D3DVERTEXELEMENT9 end = D3DDECL_END();
memcpy(VertexElement, &end, sizeof(D3DVERTEXELEMENT9));
// Create declaration
HRESULT hr = pD3Ddevice->CreateVertexDeclaration( VertexElements, &pHardwareVertexDecl );
if (FAILED(hr)) {
// Log
LogDecFmtForDraw(decFmt);
// DebugBreak();
}
// Add it to map
vertexDeclMap[pspFmt] = pHardwareVertexDecl;
} else {
// Set it from map
pHardwareVertexDecl = vertexDeclCached->second;
}
}
// The verts are in the order: BR BL TL TR
static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
float tempu = a.u;
float tempv = a.v;
a.u = b.u;
a.v = b.v;
b.u = tempu;
b.v = tempv;
}
// 2 3 3 2 0 3 2 1
// to to or
// 1 0 0 1 1 2 3 0
// See comment below where this was called before.
/*
static void RotateUV(TransformedVertex v[4]) {
float x1 = v[2].x;
float x2 = v[0].x;
float y1 = v[2].y;
float y2 = v[0].y;
if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
SwapUVs(v[1], v[3]);
}*/
static void RotateUVThrough(TransformedVertex v[4]) {
float x1 = v[2].x;
float x2 = v[0].x;
float y1 = v[2].y;
float y2 = v[0].y;
if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
SwapUVs(v[1], v[3]);
}
// Clears on the PSP are best done by drawing a series of vertical strips
// in clear mode. This tries to detect that.
bool TransformDrawEngineDX9::IsReallyAClear(int numVerts) const {
if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
return false;
u32 matchcolor;
memcpy(&matchcolor, transformed[0].color0, 4);
float matchz = transformed[0].z;
int bufW = gstate_c.curRTWidth;
int bufH = gstate_c.curRTHeight;
float prevX = 0.0f;
for (int i = 1; i < numVerts; i++) {
u32 vcolor;
memcpy(&vcolor, transformed[i].color0, 4);
if (vcolor != matchcolor || transformed[i].z != matchz)
return false;
if ((i & 1) == 0) {
// Top left of a rectangle
if (transformed[i].y != 0)
return false;
if (i > 0 && transformed[i].x != transformed[i - 1].x)
return false;
} else {
// Bottom right
if (transformed[i].y != bufH)
return false;
if (transformed[i].x <= transformed[i - 1].x)
return false;
}
}
// The last vertical strip often extends outside the drawing area.
if (transformed[numVerts - 1].x < bufW)
return false;
return true;
}
// This is the software transform pipeline, which is necessary for supporting RECT
// primitives correctly, and may be easier to use for debugging than the hardware
// transform pipeline.
// There's code here that simply expands transformed RECTANGLES into plain triangles.
// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
// this code.
// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
// space and thus make decent use of hardware transform.
// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
void TransformDrawEngineDX9::SoftwareTransformAndDraw(
int prim, u8 *decoded, LinkedShaderDX9 *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
float uscale = 1.0f;
float vscale = 1.0f;
if (throughmode) {
uscale /= gstate_c.curTextureWidth;
vscale /= gstate_c.curTextureHeight;
}
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
Lighter lighter(vertType);
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
VertexReader reader(decoded, decVtxFormat, vertType);
for (int index = 0; index < maxIndex; index++) {
reader.Goto(index);
float v[3] = {0, 0, 0};
float c0[4] = {1, 1, 1, 1};
float c1[4] = {0, 0, 0, 0};
float uv[3] = {0, 0, 1};
float fogCoef = 1.0f;
if (throughmode) {
// Do not touch the coordinates or the colors. No lighting.
reader.ReadPos(v);
if (reader.hasColor0()) {
reader.ReadColor0(c0);
for (int j = 0; j < 4; j++) {
c1[j] = 0.0f;
}
} else {
c0[0] = gstate.getMaterialAmbientR() / 255.f;
c0[1] = gstate.getMaterialAmbientG() / 255.f;
c0[2] = gstate.getMaterialAmbientB() / 255.f;
c0[3] = gstate.getMaterialAmbientA() / 255.f;
}
if (reader.hasUV()) {
reader.ReadUV(uv);
uv[0] *= uscale;
uv[1] *= vscale;
}
fogCoef = 1.0f;
// Scale UV?
} else {
// We do software T&L for now
float out[3];
float pos[3];
Vec3f normal(0, 0, 1);
Vec3f worldnormal(0, 0, 1);
reader.ReadPos(pos);
if (!vertTypeIsSkinningEnabled(vertType)) {
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
reader.ReadNrm(normal.AsArray());
if (gstate.areNormalsReversed()) {
normal = -normal;
}
Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
worldnormal = worldnormal.Normalized();
}
} else {
float weights[8];
reader.ReadWeights(weights);
if (reader.hasNormal())
reader.ReadNrm(normal.AsArray());
// Skinning
Vec3f psum(0,0,0);
Vec3f nsum(0,0,0);
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
if (weights[i] != 0.0f) {
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
Vec3f tpos(out);
psum += tpos * weights[i];
if (reader.hasNormal()) {
Vec3f norm;
Norm3ByMatrix43(norm.AsArray(), normal.AsArray(), gstate.boneMatrix+i*12);
nsum += norm * weights[i];
}
}
}
// Yes, we really must multiply by the world matrix too.
Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
if (reader.hasNormal()) {
normal = nsum;
if (gstate.areNormalsReversed()) {
normal = -normal;
}
Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
worldnormal = worldnormal.Normalized();
}
}
// Perform lighting here if enabled. don't need to check through, it's checked above.
float unlitColor[4] = {1, 1, 1, 1};
if (reader.hasColor0()) {
reader.ReadColor0(unlitColor);
} else {
unlitColor[0] = gstate.getMaterialAmbientR() / 255.f;
unlitColor[1] = gstate.getMaterialAmbientG() / 255.f;
unlitColor[2] = gstate.getMaterialAmbientB() / 255.f;
unlitColor[3] = gstate.getMaterialAmbientA() / 255.f;
}
if (gstate.isLightingEnabled()) {
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor, out, worldnormal);
// Don't ignore gstate.lmode - we should send two colors in that case
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j];
}
if (lmode) {
// Separate colors
for (int j = 0; j < 4; j++) {
c1[j] = litColor1[j];
}
} else {
// Summed color into c0
for (int j = 0; j < 4; j++) {
c0[j] = ((c0[j] + litColor1[j]) > 1.0f) ? 1.0f : (c0[j] + litColor1[j]);
}
}
} else {
if (reader.hasColor0()) {
for (int j = 0; j < 4; j++) {
c0[j] = unlitColor[j];
}
} else {
c0[0] = gstate.getMaterialAmbientR() / 255.f;
c0[1] = gstate.getMaterialAmbientG() / 255.f;
c0[2] = gstate.getMaterialAmbientB() / 255.f;
c0[3] = gstate.getMaterialAmbientA() / 255.f;
}
if (lmode) {
for (int j = 0; j < 4; j++) {
c1[j] = 0.0f;
}
}
}
float ruv[2] = {0.0f, 0.0f};
if (reader.hasUV())
reader.ReadUV(ruv);
// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
switch (gstate.getUVGenMode()) {
case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
// Texture scale/offset is only performed in this mode.
uv[0] = uscale * (ruv[0]*gstate_c.uv.uScale + gstate_c.uv.uOff);
uv[1] = vscale * (ruv[1]*gstate_c.uv.vScale + gstate_c.uv.vOff);
uv[2] = 1.0f;
break;
case GE_TEXMAP_TEXTURE_MATRIX:
{
// Projection mapping
Vec3f source;
switch (gstate.getUVProjMode()) {
case GE_PROJMAP_POSITION: // Use model space XYZ as source
source = pos;
break;
case GE_PROJMAP_UV: // Use unscaled UV as source
source = Vec3f(ruv[0], ruv[1], 0.0f);
break;
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
source = normal.Normalized();
if (!reader.hasNormal()) {
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
}
break;
case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
source = normal;
if (!reader.hasNormal()) {
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
}
break;
}
float uvw[3];
Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
uv[0] = uvw[0];
uv[1] = uvw[1];
uv[2] = uvw[2];
}
break;
case GE_TEXMAP_ENVIRONMENT_MAP:
// Shade mapping - use two light sources to generate U and V.
{
Vec3f lightpos0 = Vec3f(&lighter.lpos[gstate.getUVLS0() * 3]).Normalized();
Vec3f lightpos1 = Vec3f(&lighter.lpos[gstate.getUVLS1() * 3]).Normalized();
uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f;
uv[1] = (1.0f - Dot(lightpos1, worldnormal))/2.0f;
uv[2] = 1.0f;
}
break;
default:
// Illegal
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
break;
}
uv[0] = uv[0] * widthFactor;
uv[1] = uv[1] * heightFactor;
// Transform the coord by the view matrix.
Vec3ByMatrix43(v, out, gstate.viewMatrix);
fogCoef = (v[2] + fog_end) * fog_slope;
}
// TODO: Write to a flexible buffer, we don't always need all four components.
memcpy(&transformed[index].x, v, 3 * sizeof(float));
transformed[index].fog = fogCoef;
memcpy(&transformed[index].u, uv, 3 * sizeof(float));
if (gstate_c.flipTexture) {
transformed[index].v = 1.0f - transformed[index].v;
}
for (int i = 0; i < 4; i++) {
transformed[index].color0[i] = c0[i] * 255.0f;
}
for (int i = 0; i < 3; i++) {
transformed[index].color1[i] = c1[i] * 255.0f;
}
}
// Step 2: expand rectangles.
const TransformedVertex *drawBuffer = transformed;
int numTrans = 0;
bool drawIndexed = false;
if (prim != GE_PRIM_RECTANGLES) {
// We can simply draw the unexpanded buffer.
numTrans = vertexCount;
drawIndexed = true;
} else {
numTrans = 0;
drawBuffer = transformedExpanded;
TransformedVertex *trans = &transformedExpanded[0];
TransformedVertex saved;
u32 stencilValue;
for (int i = 0; i < vertexCount; i += 2) {
int index = ((const u16*)inds)[i];
saved = transformed[index];
int index2 = ((const u16*)inds)[i + 1];
TransformedVertex &transVtx = transformed[index2];
if (i == 0)
stencilValue = transVtx.color0[3];
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
// bottom right
trans[0] = transVtx;
// bottom left
trans[1] = transVtx;
trans[1].y = saved.y;
trans[1].v = saved.v;
// top left
trans[2] = transVtx;
trans[2].x = saved.x;
trans[2].y = saved.y;
trans[2].u = saved.u;
trans[2].v = saved.v;
// top right
trans[3] = transVtx;
trans[3].x = saved.x;
trans[3].u = saved.u;
// That's the four corners. Now process UV rotation.
if (throughmode)
RotateUVThrough(trans);
// Apparently, non-through RotateUV just breaks things.
// If we find a game where it helps, we'll just have to figure out how they differ.
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
// One game might be one of the Metal Gear ones, can't find the issue right now though.
// else
// RotateUV(trans);
// bottom right
trans[4] = trans[0];
// top left
trans[5] = trans[2];
trans += 6;
numTrans += 6;
}
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
// Might want to reconsider the order of things later...
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
dxstate.stencilFunc.set(D3DCMP_ALWAYS, stencilValue, 255);
}
}
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
// Might help for text drawing.
// these spam the gDebugger log.
const int vertexSize = sizeof(transformed[0]);
pD3Ddevice->SetVertexDeclaration( pSoftVertexDecl );
/// Debug !!
//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
if (drawIndexed) {
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, vertexCount, D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
} else {
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
}
}
VertexDecoderDX9 *TransformDrawEngineDX9::GetVertexDecoder(u32 vtype) {
auto iter = decoderMap_.find(vtype);
if (iter != decoderMap_.end())
return iter->second;
VertexDecoderDX9 *dec = new VertexDecoderDX9();
dec->SetVertexType(vtype);
decoderMap_[vtype] = dec;
return dec;
}
void TransformDrawEngineDX9::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 TransformDrawEngineDX9::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 TransformDrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int forceIndexType, 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 = ((forceIndexType == -1) ? (vertType & GE_VTYPE_IDX_MASK) : forceIndexType) >> 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;
}
void TransformDrawEngineDX9::DecodeVerts() {
UVScale origUV;
if (uvScale)
origUV = gstate_c.uv;
for (int i = 0; i < numDrawCalls; i++) {
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.
if (uvScale)
gstate_c.uv = uvScale[i];
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.
if (uvScale)
gstate_c.uv = uvScale[i];
dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
collectedVerts += vertexCount;
// 4. Advance indexgen vertex counter.
indexGen.Advance(vertexCount);
i = lastMatch;
}
}
// 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;
}
u32 TransformDrawEngineDX9::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 += DoReliableHash((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 += DoReliableHash((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 += DoReliableHash((const char *)dc.inds, indexSize * dc.vertexCount, 0x955FD1CA);
i = lastMatch;
}
}
if (uvScale) {
fullhash += DoReliableHash(&uvScale[0], sizeof(uvScale[0]) * numDrawCalls, 0x0123e658);
}
return fullhash;
}
u32 TransformDrawEngineDX9::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 TransformDrawEngineDX9::ClearTrackedVertexArrays() {