Prepare transform pipeline for step by step decoding

This commit is contained in:
Henrik Rydgard 2013-11-10 15:22:24 +01:00 committed by Henrik Rydgård
parent 4f78eda23b
commit 46313ced55
2 changed files with 72 additions and 65 deletions

View File

@ -119,7 +119,8 @@ TransformDrawEngine::TransformDrawEngine()
framebufferManager_(0),
numDrawCalls(0),
vertexCountInDrawCalls(0),
uvScale(0) {
uvScale(0),
decodeCounter_(0) {
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
@ -332,70 +333,11 @@ void TransformDrawEngine::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;
}
for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
if (uvScale)
gstate_c.uv = uvScale[decodeCounter_];
DecodeVertsStep();
}
// Sanity check
if (indexGen.Prim() < 0) {
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
@ -406,6 +348,68 @@ void TransformDrawEngine::DecodeVerts() {
gstate_c.uv = origUV;
}
void TransformDrawEngine::DecodeVertsStep() {
const int i = decodeCounter_;
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.
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.
dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
collectedVerts += vertexCount;
// 4. Advance indexgen vertex counter.
indexGen.Advance(vertexCount);
decodeCounter_ = lastMatch;
}
}
u32 TransformDrawEngine::ComputeHash() {
u32 fullhash = 0;
int vertexSize = dec_->GetDecVtxFmt().stride;
@ -720,6 +724,7 @@ rotateVBO:
collectedVerts = 0;
numDrawCalls = 0;
vertexCountInDrawCalls = 0;
decodeCounter_ = 0;
prevPrim_ = GE_PRIM_INVALID;
#ifndef USING_GLES2

View File

@ -97,7 +97,6 @@ public:
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType);
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
void DecodeVerts();
void SetShaderManager(ShaderManager *shaderManager) {
shaderManager_ = shaderManager;
}
@ -127,6 +126,8 @@ public:
}
private:
void DecodeVerts();
void DecodeVertsStep();
void DoFlush();
void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertexType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
void ApplyDrawState(int prim);
@ -195,6 +196,7 @@ private:
int vertexCountInDrawCalls;
int decimationCounter_;
int decodeCounter_;
UVScale *uvScale;
};