ppsspp/GPU/Common/DrawEngineCommon.h

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// 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 <vector>
#include <unordered_map>
#include "Common/CommonTypes.h"
#include "Common/Hashmaps.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUDebugInterface.h"
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#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.
};
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// Avoiding the full include of TextureDecoder.h.
#if (defined(_M_SSE) && defined(_M_X64)) || defined(ARM64)
typedef u64 ReliableHashType;
#else
typedef u32 ReliableHashType;
#endif
class DrawEngineCommon {
public:
DrawEngineCommon();
virtual ~DrawEngineCommon();
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
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// 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;
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// 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.
virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
}
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bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType, int *bytesRead);
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void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, 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<std::string> 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;
}
protected:
virtual void ClearTrackedVertexArrays() {}
int ComputeNumVertsToDecode() const;
void DecodeVerts(u8 *dest);
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// Preprocessing for spline/bezier
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize = nullptr);
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// Utility for vertex caching
u32 ComputeMiniHash();
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ReliableHashType ComputeHash();
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// Vertex decoding
void DecodeVertsStep(u8 *dest, int &i, int &decodedVerts);
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bool ApplyShaderBlending();
VertexDecoder *GetVertexDecoder(u32 vtype);
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
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u8 *decoded = nullptr;
u16 *decIndex = nullptr;
u8 *splineBuffer = nullptr;
// Cached vertex decoders
u32 lastVType_ = -1;
DenseHashMap<u32, VertexDecoder *, nullptr> decoderMap_;
VertexDecoder *dec_ = nullptr;
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VertexDecoderJitCache *decJitCache_ = nullptr;
VertexDecoderOptions decOptions_{};
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TransformedVertex *transformed = nullptr;
TransformedVertex *transformedExpanded = nullptr;
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// Defer all vertex decoding to a "Flush" (except when skinning)
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struct DeferredDrawCall {
void *verts;
void *inds;
u8 indexType;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls = 0;
int vertexCountInDrawCalls_ = 0;
UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
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
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u16 *quadIndices_ = nullptr;
// Shader blending state
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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;
};