ppsspp/GPU/Directx9/TransformPipelineDX9.h

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// 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/.
#pragma once
#include <unordered_map>
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#include <d3d9.h>
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/IndexGenerator.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Directx9/PixelShaderGeneratorDX9.h"
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struct DecVtxFormat;
namespace DX9 {
class VSShader;
class ShaderManagerDX9;
class TextureCacheDX9;
class FramebufferManagerDX9;
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// States transitions:
// On creation: DRAWN_NEW
// DRAWN_NEW -> DRAWN_HASHING
// DRAWN_HASHING -> DRAWN_RELIABLE
// DRAWN_HASHING -> DRAWN_UNRELIABLE
// DRAWN_ONCE -> UNRELIABLE
// DRAWN_RELIABLE -> DRAWN_SAFE
// UNRELIABLE -> death
// DRAWN_ONCE -> death
// DRAWN_RELIABLE -> death
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enum {
VAI_FLAG_VERTEXFULLALPHA = 1,
};
// Avoiding the full include of TextureDecoder.h.
#ifdef _M_X64
typedef u64 ReliableHashType;
#else
typedef u32 ReliableHashType;
#endif
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// Try to keep this POD.
class VertexArrayInfoDX9 {
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public:
VertexArrayInfoDX9() {
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status = VAI_NEW;
vbo = 0;
ebo = 0;
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prim = GE_PRIM_INVALID;
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numDraws = 0;
numFrames = 0;
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lastFrame = gpuStats.numFlips;
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numVerts = 0;
drawsUntilNextFullHash = 0;
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flags = 0;
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}
~VertexArrayInfoDX9();
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enum Status {
VAI_NEW,
VAI_HASHING,
VAI_RELIABLE, // cache, don't hash
VAI_UNRELIABLE, // never cache
};
ReliableHashType hash;
u32 minihash;
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Status status;
LPDIRECT3DVERTEXBUFFER9 vbo;
LPDIRECT3DINDEXBUFFER9 ebo;
// Precalculated parameter for drawRangeElements
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u16 numVerts;
u16 maxIndex;
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s8 prim;
// ID information
int numDraws;
int numFrames;
int lastFrame; // So that we can forget.
u16 drawsUntilNextFullHash;
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u8 flags;
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};
// Handles transform, lighting and drawing.
class TransformDrawEngineDX9 : public DrawEngineCommon {
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public:
TransformDrawEngineDX9();
virtual ~TransformDrawEngineDX9();
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead);
void SubmitSpline(const void *control_points, const void *indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType);
void SubmitBezier(const void *control_points, const void *indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType);
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void SetShaderManager(ShaderManagerDX9 *shaderManager) {
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shaderManager_ = shaderManager;
}
void SetTextureCache(TextureCacheDX9 *textureCache) {
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textureCache_ = textureCache;
}
void SetFramebufferManager(FramebufferManagerDX9 *fbManager) {
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framebufferManager_ = fbManager;
}
void InitDeviceObjects();
void DestroyDeviceObjects();
void GLLost() {};
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void Resized(); // TODO: Call
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void DecimateTrackedVertexArrays();
void ClearTrackedVertexArrays();
void SetupVertexDecoder(u32 vertType);
void SetupVertexDecoderInternal(u32 vertType);
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// This requires a SetupVertexDecoder call first.
int 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;
}
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// So that this can be inlined
void Flush() {
if (!numDrawCalls)
return;
DoFlush();
}
void FinishDeferred() {
if (!numDrawCalls)
return;
DecodeVerts();
}
bool IsCodePtrVertexDecoder(const u8 *ptr) const;
void DispatchFlush() override { Flush(); }
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protected:
// Preprocessing for spline/bezier
virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) override;
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private:
void DecodeVerts();
void DecodeVertsStep();
void DoFlush();
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void ApplyDrawState(int prim);
void ApplyDrawStateLate();
void ApplyBlendState();
void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil);
bool ApplyShaderBlending();
inline void ResetShaderBlending();
IDirect3DVertexDeclaration9 *SetupDecFmtForDraw(VSShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt);
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u32 ComputeMiniHash();
ReliableHashType ComputeHash(); // Reads deferred vertex data.
void MarkUnreliable(VertexArrayInfoDX9 *vai);
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VertexDecoder *GetVertexDecoder(u32 vtype);
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// Defer all vertex decoding to a Flush, so that we can hash and cache the
// generated buffers without having to redecode them every time.
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
s8 prim;
u32 vertexCount;
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u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_;
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GEPrimitiveType prevPrim_;
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u32 lastVType_;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
std::unordered_map<u32, VertexArrayInfoDX9 *> vai_;
std::unordered_map<u32, IDirect3DVertexDeclaration9 *> vertexDeclMap_;
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// Other
ShaderManagerDX9 *shaderManager_;
TextureCacheDX9 *textureCache_;
FramebufferManagerDX9 *framebufferManager_;
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enum { MAX_DEFERRED_DRAW_CALLS = 128 };
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DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int vertexCountInDrawCalls;
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int decimationCounter_;
int decodeCounter_;
u32 dcid_;
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UVScale *uvScale;
bool fboTexBound_;
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};
} // namespace