diff --git a/GPU/Common/SoftwareTransformCommon.cpp b/GPU/Common/SoftwareTransformCommon.cpp index b918a0d458..a040faa843 100644 --- a/GPU/Common/SoftwareTransformCommon.cpp +++ b/GPU/Common/SoftwareTransformCommon.cpp @@ -547,7 +547,7 @@ void SoftwareTransform::DetectOffsetTexture(int maxIndex) { } // NOTE: The viewport must be up to date! -void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result) { +void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int &maxIndex, SoftwareTransformResult *result) { TransformedVertex *transformed = params_.transformed; TransformedVertex *transformedExpanded = params_.transformedExpanded; bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0; @@ -560,7 +560,7 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy bool useBufferedRendering = fbman->UseBufferedRendering(); if (prim == GE_PRIM_RECTANGLES) { - ExpandRectangles(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode); + ExpandRectangles(vertexCount, maxIndex, inds, indsOffset, transformed, transformedExpanded, numTrans, throughmode); result->drawBuffer = transformedExpanded; result->drawIndexed = true; @@ -578,11 +578,11 @@ void SoftwareTransform::BuildDrawingParams(int prim, int vertexCount, u32 vertTy } } } else if (prim == GE_PRIM_POINTS) { - ExpandPoints(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode); + ExpandPoints(vertexCount, maxIndex, inds, indsOffset, transformed, transformedExpanded, numTrans, throughmode); result->drawBuffer = transformedExpanded; result->drawIndexed = true; } else if (prim == GE_PRIM_LINES) { - ExpandLines(vertexCount, maxIndex, inds, transformed, transformedExpanded, numTrans, throughmode); + ExpandLines(vertexCount, maxIndex, inds, indsOffset, transformed, transformedExpanded, numTrans, throughmode); result->drawBuffer = transformedExpanded; result->drawIndexed = true; } else { @@ -674,15 +674,15 @@ void SoftwareTransform::CalcCullParams(float &minZValue, float &maxZValue) { std::swap(minZValue, maxZValue); } -void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) { +void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) { // Rectangles always need 2 vertices, disregard the last one if there's an odd number. vertexCount = vertexCount & ~1; numTrans = 0; TransformedVertex *trans = &transformedExpanded[0]; - const u16 *indsIn = (const u16 *)inds; - u16 *newInds = inds + vertexCount; - u16 *indsOut = newInds; + const u16 *indsIn = (const u16 *)(inds + indsOffset); + int newIndsOffset = indsOffset + vertexCount; + u16 *indsOut = inds + newIndsOffset; maxIndex = 4 * (vertexCount / 2); for (int i = 0; i < vertexCount; i += 2) { @@ -727,23 +727,26 @@ void SoftwareTransform::ExpandRectangles(int vertexCount, int &maxIndex, u16 *&i indsOut[3] = i * 2 + 3; indsOut[4] = i * 2 + 0; indsOut[5] = i * 2 + 2; + trans += 4; indsOut += 6; numTrans += 6; } - inds = newInds; + + indsOffset = newIndsOffset; } -void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) { +void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) { // Lines always need 2 vertices, disregard the last one if there's an odd number. vertexCount = vertexCount & ~1; numTrans = 0; TransformedVertex *trans = &transformedExpanded[0]; - const u16 *indsIn = (const u16 *)inds; - u16 *newInds = inds + vertexCount; - u16 *indsOut = newInds; + + const u16 *indsIn = (const u16 *)(inds + indsOffset); + int newIndsOffset = indsOffset + vertexCount; + u16 *indsOut = inds + newIndsOffset; float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / fabsf(gstate.getViewportXScale())); float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / fabsf(gstate.getViewportYScale())); @@ -856,16 +859,16 @@ void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, } } - inds = newInds; + indsOffset = newIndsOffset; } -void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) { +void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) { numTrans = 0; TransformedVertex *trans = &transformedExpanded[0]; - const u16 *indsIn = (const u16 *)inds; - u16 *newInds = inds + vertexCount; - u16 *indsOut = newInds; + const u16 *indsIn = (const u16 *)(inds + indsOffset); + int newIndsOffset = indsOffset + vertexCount; + u16 *indsOut = inds + newIndsOffset; float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / gstate.getViewportXScale()); float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / gstate.getViewportYScale()); @@ -924,5 +927,6 @@ void SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, numTrans += 6; } - inds = newInds; + + indsOffset = newIndsOffset; } diff --git a/GPU/Common/SoftwareTransformCommon.h b/GPU/Common/SoftwareTransformCommon.h index 480bd18e51..fb6cc475e5 100644 --- a/GPU/Common/SoftwareTransformCommon.h +++ b/GPU/Common/SoftwareTransformCommon.h @@ -62,19 +62,18 @@ struct SoftwareTransformParams { class SoftwareTransform { public: - SoftwareTransform(SoftwareTransformParams ¶ms) : params_(params) { - } + SoftwareTransform(SoftwareTransformParams ¶ms) : params_(params) {} void SetProjMatrix(const float mtx[14], bool invertedX, bool invertedY, const Lin::Vec3 &trans, const Lin::Vec3 &scale); void Decode(int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int maxIndex, SoftwareTransformResult *result); void DetectOffsetTexture(int maxIndex); - void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int &maxIndex, SoftwareTransformResult *result); + void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *inds, int &indsOffset, int &maxIndex, SoftwareTransformResult *result); protected: void CalcCullParams(float &minZValue, float &maxZValue); - void ExpandRectangles(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode); - void ExpandLines(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode); - void ExpandPoints(int vertexCount, int &maxIndex, u16 *&inds, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode); + void ExpandRectangles(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode); + void ExpandLines(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode); + void ExpandPoints(int vertexCount, int &maxIndex, u16 *inds, int &indsOffset, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode); const SoftwareTransformParams ¶ms_; Lin::Matrix4x4 projMatrix_; diff --git a/GPU/D3D11/DrawEngineD3D11.cpp b/GPU/D3D11/DrawEngineD3D11.cpp index 7780bfa28a..707258e507 100644 --- a/GPU/D3D11/DrawEngineD3D11.cpp +++ b/GPU/D3D11/DrawEngineD3D11.cpp @@ -598,7 +598,7 @@ rotateVBO: prim = GE_PRIM_TRIANGLES; VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount()); - u16 *inds = decIndex_; + u16 *const inds = decIndex_; SoftwareTransformResult result{}; SoftwareTransformParams params{}; params.decoded = decoded_; @@ -644,8 +644,9 @@ rotateVBO: // Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state. ApplyDrawState(prim); + int indsOffset = 0; if (result.action == SW_NOT_READY) - swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result); + swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, maxIndex, &result); if (result.setSafeSize) framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight); diff --git a/GPU/Directx9/DrawEngineDX9.cpp b/GPU/Directx9/DrawEngineDX9.cpp index 9efa233dd0..0c3e774cc1 100644 --- a/GPU/Directx9/DrawEngineDX9.cpp +++ b/GPU/Directx9/DrawEngineDX9.cpp @@ -558,7 +558,7 @@ rotateVBO: prim = GE_PRIM_TRIANGLES; VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount()); - u16 *inds = decIndex_; + u16 *const inds = decIndex_; SoftwareTransformResult result{}; SoftwareTransformParams params{}; params.decoded = decoded_; @@ -607,8 +607,9 @@ rotateVBO: ApplyDrawState(prim); + int indsOffset = 0; if (result.action == SW_NOT_READY) - swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result); + swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, maxIndex, &result); if (result.setSafeSize) framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight); @@ -628,7 +629,7 @@ rotateVBO: device_->SetVertexDeclaration(transformedVertexDecl_); if (result.drawIndexed) { - device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex)); + device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds + indsOffset, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex)); } else { device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], result.drawNumTrans), result.drawBuffer, sizeof(TransformedVertex)); } diff --git a/GPU/GLES/DrawEngineGLES.cpp b/GPU/GLES/DrawEngineGLES.cpp index 51798b32eb..fda981d90c 100644 --- a/GPU/GLES/DrawEngineGLES.cpp +++ b/GPU/GLES/DrawEngineGLES.cpp @@ -357,7 +357,7 @@ void DrawEngineGLES::DoFlush() { if (prim == GE_PRIM_TRIANGLE_STRIP) prim = GE_PRIM_TRIANGLES; - u16 *inds = decIndex_; + u16 *const inds = decIndex_; SoftwareTransformResult result{}; // TODO: Keep this static? Faster than repopulating? SoftwareTransformParams params{}; @@ -414,8 +414,9 @@ void DrawEngineGLES::DoFlush() { // Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state. ApplyDrawState(prim); + int indsOffset = 0; if (result.action == SW_NOT_READY) - swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, maxIndex, &result); + swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, indsOffset, maxIndex, &result); if (result.setSafeSize) framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight); @@ -429,11 +430,19 @@ void DrawEngineGLES::DoFlush() { if (result.action == SW_DRAW_PRIMITIVES) { if (result.drawIndexed) { +<<<<<<< HEAD vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), 4, &vertexBuffer); indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds, sizeof(uint16_t) * result.drawNumTrans, 2, &indexBuffer); render_->DrawIndexed( softwareInputLayout_, vertexBuffer, vertexBufferOffset, indexBuffer, indexBufferOffset, glprim[prim], result.drawNumTrans, GL_UNSIGNED_SHORT); +======= + vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), &vertexBuffer); + indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds + indsOffset, sizeof(uint16_t) * result.drawNumTrans, &indexBuffer); + render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset); + render_->BindIndexBuffer(indexBuffer); + render_->DrawIndexed(glprim[prim], result.drawNumTrans, GL_UNSIGNED_SHORT, (void *)(intptr_t)indexBufferOffset); +>>>>>>> f40f7ed38c (Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer.) } else { vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), 4, &vertexBuffer); render_->Draw( diff --git a/GPU/Vulkan/DrawEngineVulkan.cpp b/GPU/Vulkan/DrawEngineVulkan.cpp index 491c3a44ef..47ae1e9a9a 100644 --- a/GPU/Vulkan/DrawEngineVulkan.cpp +++ b/GPU/Vulkan/DrawEngineVulkan.cpp @@ -858,7 +858,7 @@ void DrawEngineVulkan::DoFlush() { if (prim == GE_PRIM_TRIANGLE_STRIP) prim = GE_PRIM_TRIANGLES; - u16 *inds = decIndex_; + u16 *const inds = decIndex_; SoftwareTransformResult result{}; SoftwareTransformParams params{}; params.decoded = decoded_; @@ -898,9 +898,10 @@ void DrawEngineVulkan::DoFlush() { // Games sometimes expect exact matches (see #12626, for example) for equal comparisons. if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f) result.action = SW_NOT_READY; + int indsOffset = 0; if (result.action == SW_NOT_READY) { swTransform.DetectOffsetTexture(maxIndex); - swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result); + swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, indsOffset, maxIndex, &result); } if (result.setSafeSize) @@ -970,8 +971,13 @@ void DrawEngineVulkan::DoFlush() { if (result.drawIndexed) { VkBuffer vbuf, ibuf; vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), 4, &vbuf); +<<<<<<< HEAD ibOffset = (uint32_t)pushIndex_->Push(inds, sizeof(short) * result.drawNumTrans, 4, &ibuf); renderManager->DrawIndexed(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, result.drawNumTrans, 1); +======= + ibOffset = (uint32_t)pushIndex_->Push(inds + indsOffset, sizeof(short) * result.drawNumTrans, 4, &ibuf); + renderManager->DrawIndexed(ds, ARRAY_SIZE(dynamicUBOOffsets), dynamicUBOOffsets, vbuf, vbOffset, ibuf, ibOffset, result.drawNumTrans, 1, VK_INDEX_TYPE_UINT16); +>>>>>>> f40f7ed38c (Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer.) } else { VkBuffer vbuf; vbOffset = (uint32_t)pushVertex_->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), 4, &vbuf);