mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
More spline/bezier optimization. Enable real splines. Add option "Low quality spline/bezier curves".
This commit is contained in:
parent
216ccbb94b
commit
2b66a850be
@ -177,6 +177,7 @@ void Config::Load(const char *iniFileName, const char *controllerIniFilename)
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graphics->Get("VSyncInterval", &bVSync, false);
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graphics->Get("DisableStencilTest", &bDisableStencilTest, false);
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graphics->Get("AlwaysDepthWrite", &bAlwaysDepthWrite, false);
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graphics->Get("LowQualitySplineBezier", &bLowQualitySplineBezier, false);
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IniFile::Section *sound = iniFile.GetOrCreateSection("Sound");
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sound->Get("Enable", &bEnableSound, true);
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@ -336,6 +337,7 @@ void Config::Save() {
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graphics->Set("VSyncInterval", bVSync);
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graphics->Set("DisableStencilTest", bDisableStencilTest);
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graphics->Set("AlwaysDepthWrite", bAlwaysDepthWrite);
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graphics->Set("LowQualitySplineBezier", bLowQualitySplineBezier);
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IniFile::Section *sound = iniFile.GetOrCreateSection("Sound");
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sound->Set("Enable", bEnableSound);
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@ -94,6 +94,7 @@ public:
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bool bReloadCheats;
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bool bDisableStencilTest;
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bool bAlwaysDepthWrite;
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bool bLowQualitySplineBezier;
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// Sound
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bool bEnableSound;
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@ -16,13 +16,10 @@
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "TransformPipeline.h"
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#include "Core/Config.h"
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#include "Core/MemMap.h"
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#include "GPU/Math3D.h"
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// Splines are too slow, need optimization.
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const bool realTesselationBezier = true;
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const bool realTesselationSpline = false;
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// Here's how to evaluate them fast:
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// http://and-what-happened.blogspot.se/2012/07/evaluating-b-splines-aka-basis-splines.html
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@ -267,8 +264,7 @@ struct SplinePatch {
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}*/
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};
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static void CopyTriangle(u8 *&dest, SimpleVertex *v1, SimpleVertex *v2, SimpleVertex* v3) {
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static void CopyQuad(u8 *&dest, const SimpleVertex *v1, const SimpleVertex *v2, const SimpleVertex* v3, const SimpleVertex *v4) {
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int vertexSize = sizeof(SimpleVertex);
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memcpy(dest, v1, vertexSize);
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dest += vertexSize;
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@ -276,6 +272,8 @@ static void CopyTriangle(u8 *&dest, SimpleVertex *v1, SimpleVertex *v2, SimpleVe
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dest += vertexSize;
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memcpy(dest, v3, vertexSize);
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dest += vertexSize;
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memcpy(dest, v4, vertexSize);
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dest += vertexSize;
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}
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#undef b2
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@ -301,8 +299,7 @@ Vec3f Bernstein3DDerivative(const Vec3f p0, const Vec3f p1, const Vec3f p2, cons
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return p0 * bern0deriv(x) + p1 * bern1deriv(x) + p2 * bern2deriv(x) + p3 * bern3deriv(x);
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}
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// A little faster, but not optimal
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void spline_n_4(int i, float t, int *knot, float *splineVal) {
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void spline_n_4(int i, float t, float *knot, float *splineVal) {
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knot += i + 1;
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float t0 = (t - knot[0]);
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@ -325,10 +322,10 @@ void spline_n_4(int i, float t, int *knot, float *splineVal) {
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splineVal[3] = d*f32;
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}
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// knot should be an array of int, sized n + 5
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void spline_knot(int n, int type, int *knot) {
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memset(knot, 0, sizeof(int) * (n + 5));
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for(int i = 0; i < n - 1; ++i)
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// knot should be an array sized n + 5 (n + 1 + 1 + degree (cubic))
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void spline_knot(int n, int type, float *knot) {
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memset(knot, 0, sizeof(float) * (n + 5));
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for (int i = 0; i < n - 1; ++i)
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knot[i + 3] = i;
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if ((type & 1) == 0) {
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@ -350,7 +347,7 @@ void spline_knot(int n, int type, int *knot) {
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void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32 origVertType) {
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const float third = 1.0f / 3.0f;
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if (!realTesselationSpline) {
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if (g_Config.bLowQualitySplineBezier) {
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// Fast and easy way - just draw the control points, generate some very basic normal vector substitutes.
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// Very inaccurate but okay for Loco Roco. Maybe should keep it as an option because it's fast.
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@ -395,8 +392,7 @@ void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32
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v3.nrm = norm;
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}
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CopyTriangle(dest, &v0, &v2, &v1);
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CopyTriangle(dest, &v1, &v2, &v3);
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CopyQuad(dest, &v0, &v1, &v2, &v3);
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count += 6;
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}
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}
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@ -408,8 +404,8 @@ void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32
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int n = spatch.count_u - 1;
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int m = spatch.count_v - 1;
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int *knot_u = new int[n + 5];
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int *knot_v = new int[m + 5];
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float *knot_u = new float[n + 5];
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float *knot_v = new float[m + 5];
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spline_knot(n, spatch.type_u, knot_u);
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spline_knot(m, spatch.type_v, knot_v);
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@ -424,8 +420,8 @@ void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32
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if (patch_div_t == 0) patch_div_t = 1;
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// TODO: Remove this cap when spline_s has been optimized.
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if (patch_div_s > 20) patch_div_s = 20;
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if (patch_div_t > 20) patch_div_t = 20;
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if (patch_div_s > 64) patch_div_s = 64;
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if (patch_div_t > 64) patch_div_t = 64;
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// First compute all the vertices and put them in an array
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SimpleVertex *vertices = new SimpleVertex[(patch_div_s + 1) * (patch_div_t + 1)];
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@ -458,10 +454,6 @@ void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32
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}
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// Collect influences from surrounding control points.
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// Should be possible to limit to a smaller range than looping through the entire patch...
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// Also, it should be possible to do something similar to what we do in bezier where we only
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// evaluate the spline 5 times instead of n * m, taking advantage of the fundamentally linear
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// nature of this stuff to separate into horizontal and vertical passes.
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float u_weights[4];
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float v_weights[4];
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@ -504,6 +496,26 @@ void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32
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delete [] knot_u;
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delete [] knot_v;
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// Hacky normal generation through central difference.
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if (gstate.isLightingEnabled() && (origVertType & GE_VTYPE_NRM_MASK) == 0) {
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for (int v = 0; v < patch_div_t + 1; v++) {
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for (int u = 0; u < patch_div_s + 1; u++) {
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int l = std::max(0, u - 1);
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int t = std::max(0, v - 1);
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int r = std::min(patch_div_s, u + 1);
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int b = std::min(patch_div_t, v + 1);
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const Vec3f &right = vertices[v * (patch_div_s + 1) + r].pos - vertices[v * (patch_div_s + 1) + l].pos;
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const Vec3f &down = vertices[b * (patch_div_s + 1) + u].pos - vertices[t * (patch_div_s + 1) + u].pos;
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vertices[v * (patch_div_s + 1) + u].nrm = Cross(right, down).Normalized();
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if (gstate.patchfacing & 1) {
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vertices[v * (patch_div_s + 1) + u].nrm *= -1.0f;
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}
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}
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}
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}
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// Tesselate. TODO: Use indices so we only need to emit 4 vertices per pair of triangles instead of six.
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for (int tile_v = 0; tile_v < patch_div_t; ++tile_v) {
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for (int tile_u = 0; tile_u < patch_div_s; ++tile_u) {
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@ -515,8 +527,7 @@ void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32
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SimpleVertex *v2 = &vertices[(tile_v + 1) * (patch_div_s + 1) + tile_u];
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SimpleVertex *v3 = &vertices[(tile_v + 1) * (patch_div_s + 1) + tile_u + 1];
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CopyTriangle(dest, v0, v2, v1);
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CopyTriangle(dest, v1, v2, v3);
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CopyQuad(dest, v0, v1, v2, v3);
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count += 6;
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}
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}
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@ -528,7 +539,7 @@ void TesselateSplinePatch(u8 *&dest, int &count, const SplinePatch &spatch, u32
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void TesselateBezierPatch(u8 *&dest, int &count, const BezierPatch &patch, u32 origVertType) {
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const float third = 1.0f / 3.0f;
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if (!realTesselationBezier) {
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if (g_Config.bLowQualitySplineBezier) {
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// Fast and easy way - just draw the control points, generate some very basic normal vector subsitutes.
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// Very inaccurate though but okay for Loco Roco. Maybe should keep it as an option.
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@ -571,8 +582,7 @@ void TesselateBezierPatch(u8 *&dest, int &count, const BezierPatch &patch, u32 o
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v3.nrm = norm;
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}
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CopyTriangle(dest, &v0, &v2, &v1);
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CopyTriangle(dest, &v1, &v2, &v3);
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CopyQuad(dest, &v0, &v1, &v2, &v3);
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count += 6;
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}
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}
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@ -586,7 +596,22 @@ void TesselateBezierPatch(u8 *&dest, int &count, const BezierPatch &patch, u32 o
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// First compute all the vertices and put them in an array
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SimpleVertex *vertices = new SimpleVertex[(tess_u + 1) * (tess_v + 1)];
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Vec3f *horiz = new Vec3f[(tess_u + 1) * 4];
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Vec3f *horiz2 = horiz + (tess_u + 1) * 1;
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Vec3f *horiz3 = horiz + (tess_u + 1) * 2;
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Vec3f *horiz4 = horiz + (tess_u + 1) * 3;
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// Precompute the horizontal curves to we only have to evaluate the vertical ones.
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for (int i = 0; i < tess_u + 1; i++) {
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float u = ((float)i / (float)tess_u);
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horiz[i] = Bernstein3D(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, u);
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horiz2[i] = Bernstein3D(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, u);
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horiz3[i] = Bernstein3D(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, u);
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horiz4[i] = Bernstein3D(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, u);
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}
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bool computeNormals = gstate.isLightingEnabled();
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for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) {
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for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) {
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float u = ((float)tile_u / (float)tess_u);
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@ -595,10 +620,10 @@ void TesselateBezierPatch(u8 *&dest, int &count, const BezierPatch &patch, u32 o
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float bv = v;
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// TODO: Should be able to precompute the four curves per U, then just Bernstein per V. Will benefit large tesselation factors.
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Vec3f pos1 = Bernstein3D(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, bu);
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Vec3f pos2 = Bernstein3D(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, bu);
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Vec3f pos3 = Bernstein3D(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, bu);
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Vec3f pos4 = Bernstein3D(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, bu);
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const Vec3f &pos1 = horiz[tile_u];
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const Vec3f &pos2 = horiz2[tile_u];
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const Vec3f &pos3 = horiz3[tile_u];
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const Vec3f &pos4 = horiz4[tile_u];
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SimpleVertex &vert = vertices[tile_v * (tess_u + 1) + tile_u];
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@ -636,6 +661,7 @@ void TesselateBezierPatch(u8 *&dest, int &count, const BezierPatch &patch, u32 o
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}
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}
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}
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delete [] horiz;
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// Tesselate. TODO: Use indices so we only need to emit 4 vertices per pair of triangles instead of six.
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for (int tile_v = 0; tile_v < tess_v; ++tile_v) {
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@ -643,13 +669,12 @@ void TesselateBezierPatch(u8 *&dest, int &count, const BezierPatch &patch, u32 o
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float u = ((float)tile_u / (float)tess_u);
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float v = ((float)tile_v / (float)tess_v);
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SimpleVertex *v0 = &vertices[tile_v * (tess_u + 1) + tile_u];
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SimpleVertex *v1 = &vertices[tile_v * (tess_u + 1) + tile_u + 1];
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SimpleVertex *v2 = &vertices[(tile_v + 1) * (tess_u + 1) + tile_u];
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SimpleVertex *v3 = &vertices[(tile_v + 1) * (tess_u + 1) + tile_u + 1];
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const SimpleVertex *v0 = &vertices[tile_v * (tess_u + 1) + tile_u];
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const SimpleVertex *v1 = &vertices[tile_v * (tess_u + 1) + tile_u + 1];
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const SimpleVertex *v2 = &vertices[(tile_v + 1) * (tess_u + 1) + tile_u];
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const SimpleVertex *v3 = &vertices[(tile_v + 1) * (tess_u + 1) + tile_u + 1];
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CopyTriangle(dest, v0, v2, v1);
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CopyTriangle(dest, v1, v2, v3);
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CopyQuad(dest, v0, v1, v2, v3);
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count += 6;
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}
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}
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@ -716,9 +741,9 @@ void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int
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delete[] points;
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u32 vertTypeWithoutIndex = vertType & ~GE_VTYPE_IDX_MASK;
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u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
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SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0);
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SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, -1, 0);
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Flush();
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}
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@ -783,8 +808,8 @@ void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int
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}
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delete[] patches;
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u32 vertTypeWithoutIndex = vertType & ~GE_VTYPE_IDX_MASK;
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u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
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SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0);
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SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, -1, 0);
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Flush();
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}
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@ -56,6 +56,7 @@ enum {
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TRANSFORMED_VERTEX_BUFFER_SIZE = 65536 * sizeof(TransformedVertex)
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};
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#define QUAD_INDICES_MAX 32768
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#define VERTEXCACHE_DECIMATION_INTERVAL 17
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@ -82,6 +83,17 @@ TransformDrawEngine::TransformDrawEngine()
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
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transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
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transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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quadIndices_ = new u16[6 * QUAD_INDICES_MAX];
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for (int i = 0; i < QUAD_INDICES_MAX; i++) {
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quadIndices_[i * 6 + 0] = i * 4;
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quadIndices_[i * 6 + 1] = i * 4 + 2;
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quadIndices_[i * 6 + 2] = i * 4 + 1;
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quadIndices_[i * 6 + 3] = i * 4 + 1;
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quadIndices_[i * 6 + 4] = i * 4 + 2;
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quadIndices_[i * 6 + 5] = i * 4 + 3;
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}
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if (g_Config.bPrescaleUV) {
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uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
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}
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@ -98,6 +110,8 @@ TransformDrawEngine::~TransformDrawEngine() {
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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delete [] quadIndices_;
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unregister_gl_resource_holder(this);
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for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
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delete iter->second;
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@ -179,6 +179,9 @@ private:
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std::map<u32, VertexArrayInfo *> vai_;
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// Fixed index buffer for easy quad generation from spline/bezier
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u16 *quadIndices_;
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// Vertex buffer objects
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// Element buffer objects
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enum { NUM_VBOS = 128 };
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@ -115,10 +115,10 @@ void GameSettingsScreen::CreateViews() {
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static const char *customSpeed[] = {"Unlimited", "25%", "50%", "75%", "100%", "125%", "150%", "200%", "300%"};
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graphicsSettings->Add(new PopupMultiChoice(&iAlternateSpeedPercent_, gs->T("Alternative Speed"), customSpeed, 0, ARRAY_SIZE(customSpeed), gs, screenManager()));
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graphicsSettings->Add(new ItemHeader(gs->T("Features")));
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graphicsSettings->Add(new CheckBox(&g_Config.bHardwareTransform, gs->T("Hardware Transform")));
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graphicsSettings->Add(new CheckBox(&g_Config.bVertexCache, gs->T("Vertex Cache")));
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graphicsSettings->Add(new CheckBox(&g_Config.bLowQualitySplineBezier, gs->T("Low quality spline/bezier curves (speed)")));
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static const char *internalResolutions[] = {"Auto (1:1)", "1x PSP", "2x PSP", "3x PSP", "4x PSP", "5x PSP" };
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graphicsSettings->Add(new PopupMultiChoice(&g_Config.iInternalResolution, gs->T("Rendering Resolution"), internalResolutions, 0, ARRAY_SIZE(internalResolutions), gs, screenManager()))->OnClick.Handle(this, &GameSettingsScreen::OnResolutionChange);
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