[Gpu] Sync with gles

Conflicts:
	GPU/Directx9/FramebufferDX9.cpp
	GPU/Directx9/FramebufferDX9.h
	GPU/Directx9/TransformPipelineDX9.cpp
This commit is contained in:
Ced2911 2013-11-15 14:24:25 +01:00 committed by Henrik Rydgard
parent 6ee39c9abd
commit 49cc8e7312
12 changed files with 1209 additions and 1008 deletions

File diff suppressed because it is too large Load Diff

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@ -18,6 +18,8 @@
#pragma once
#include <list>
#include <set>
#include "d3d9.h"
#include "GPU/Directx9/helper/fbo.h"
@ -98,7 +100,8 @@ public:
}
void DrawPixels(const u8 *framebuf, GEBufferFormat pixelFormat, int linesize);
void DrawActiveTexture(float x, float y, float w, float h, bool flip = false, float uscale = 1.0f, float vscale = 1.0f);
void DrawActiveTexture(LPDIRECT3DTEXTURE9 tex, float x, float y, float w, float h, float destW, float destH, bool flip = false, float uscale = 1.0f, float vscale = 1.0f);
void DestroyAllFBOs();
void DecimateFBOs();
@ -108,13 +111,16 @@ public:
void Resized();
void DeviceLost();
void CopyDisplayToOutput();
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
void UpdateFromMemory(u32 addr, int size);
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
void UpdateFromMemory(u32 addr, int size, bool safe);
void ReadFramebufferToMemory(VirtualFramebufferDX9 *vfb, bool sync = true);
// TODO: Break out into some form of FBO manager
VirtualFramebufferDX9 *GetDisplayFBO();
VirtualFramebufferDX9 *GetVFBAt(u32 addr);
VirtualFramebufferDX9 *GetDisplayVFB() {
return GetVFBAt(displayFramebufPtr_);
}
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
size_t NumVFBs() const { return vfbs_.size(); }
@ -132,10 +138,19 @@ public:
return displayFramebuf_ ? (0x04000000 | displayFramebuf_->fb_address) : 0;
}
void NotifyFramebufferCopy(u32 src, u32 dest, int size);
void DestroyFramebuf(VirtualFramebufferDX9 *vfb);
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
private:
u32 ramDisplayFramebufPtr_; // workaround for MotoGP insanity
void CompileDraw2DProgram();
void DestroyDraw2DProgram();
void SetNumExtraFBOs(int num);
u32 displayFramebufPtr_;
u32 displayStride_;
GEBufferFormat displayFormat_;
@ -151,24 +166,35 @@ private:
// Used by ReadFramebufferToMemory
void BlitFramebuffer_(VirtualFramebufferDX9 *src, VirtualFramebufferDX9 *dst, bool flip = false, float upscale = 1.0f, float vscale = 1.0f);
std::vector<VirtualFramebufferDX9 *> bvfbs_; // blitting FBOs
//void PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb);
void PackFramebufferAsync_(VirtualFramebufferDX9 *vfb);
void PackFramebufferSync_(VirtualFramebufferDX9 *vfb);
void PackFramebufferDirectx9_(VirtualFramebufferDX9 *vfb);
// Used by DrawPixels
LPDIRECT3DTEXTURE9 drawPixelsTex_;
GEBufferFormat drawPixelsTexFormat_;
u8 *convBuf;
GLSLProgram *draw2dprogram;
int plainColorLoc_;
TextureCacheDX9 *textureCache_;
ShaderManagerDX9 *shaderManager_;
bool usePostShader_;
bool postShaderAtOutputResolution_;
// Used by post-processing shader
std::vector<FBO *> extraFBOs_;
bool resized_;
bool useBufferedRendering_;
std::vector<VirtualFramebufferDX9 *> bvfbs_; // blitting FBOs
std::set<std::pair<u32, u32>> knownFramebufferCopies_;
#if 0
AsyncPBO *pixelBufObj_; //this isn't that large
u8 currentPBO_;
#endif
};
};

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@ -475,7 +475,7 @@ bool DIRECTX9_GPU::FramebufferDirty() {
// Allow it to process fully before deciding if it's dirty.
SyncThread();
}
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayFBO();
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayVFB();
if (vfb) {
bool dirty = vfb->dirtyAfterDisplay;
vfb->dirtyAfterDisplay = false;
@ -492,7 +492,7 @@ bool DIRECTX9_GPU::FramebufferReallyDirty() {
SyncThread();
}
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayFBO();
VirtualFramebufferDX9 *vfb = framebufferManager_.GetDisplayVFB();
if (vfb) {
bool dirty = vfb->reallyDirtyAfterDisplay;
vfb->reallyDirtyAfterDisplay = false;
@ -514,7 +514,7 @@ void DIRECTX9_GPU::CopyDisplayToOutputInternal() {
framebufferManager_.CopyDisplayToOutput();
framebufferManager_.EndFrame();
shaderManager_->EndFrame();
// shaderManager_->EndFrame();
gstate_c.textureChanged = TEXCHANGE_UPDATED;
}
@ -681,9 +681,9 @@ void DIRECTX9_GPU::ExecuteOp(u32 op, u32 diff) {
}
// TODO: Get rid of this old horror...
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
transformDraw_.DrawBezier(bz_ucount, bz_vcount);
// int bz_ucount = data & 0xFF;
// int bz_vcount = (data >> 8) & 0xFF;
// transformDraw_.DrawBezier(bz_ucount, bz_vcount);
// And instead use this.
// GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
@ -1308,7 +1308,7 @@ void DIRECTX9_GPU::InvalidateCacheInternal(u32 addr, int size, GPUInvalidationTy
textureCache_.InvalidateAll(type);
if (type != GPU_INVALIDATE_ALL)
framebufferManager_.UpdateFromMemory(addr, size);
framebufferManager_.UpdateFromMemory(addr, size, false);
}
bool DIRECTX9_GPU::PerformMemoryCopy(u32 dest, u32 src, int size) {
@ -1359,4 +1359,12 @@ void DIRECTX9_GPU::DoState(PointerWrap &p) {
shaderManager_->ClearCache(true);
}
bool DIRECTX9_GPU::GetCurrentFramebuffer(GPUDebugBuffer &buffer) { return false; }
bool DIRECTX9_GPU::GetCurrentDepthbuffer(GPUDebugBuffer &buffer) { return false; }
bool DIRECTX9_GPU::GetCurrentStencilbuffer(GPUDebugBuffer &buffer) { return false; }
void DIRECTX9_GPU::ClearShaderCache() {
shaderManager_->ClearCache(true);
}
};

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@ -38,7 +38,8 @@ public:
DIRECTX9_GPU();
~DIRECTX9_GPU();
virtual void InitClear();
virtual void PreExecuteOp(u32 op, u32 diff);
virtual void PreExecuteOp(u32 op, u32 diff);
void ExecuteOpInternal(u32 op, u32 diff);
virtual void ExecuteOp(u32 op, u32 diff);
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
@ -59,6 +60,7 @@ public:
// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
virtual void Resized();
virtual void ClearShaderCache();
virtual bool DecodeTexture(u8* dest, GPUgstate state) {
return textureCache_.DecodeTexture(dest, state);
}
@ -71,6 +73,10 @@ public:
}
std::vector<FramebufferInfo> GetFramebufferList();
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
bool GetCurrentTexture(GPUDebugBuffer &buffer);
protected:
virtual void FastRunLoop(DisplayList &list);
virtual void ProcessEvent(GPUEvent ev);

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@ -519,7 +519,7 @@ void ShaderManagerDX9::DirtyShader() {
shaderSwitchDirty_ = 0;
}
void ShaderManagerDX9::EndFrame() { // disables vertex arrays
void ShaderManagerDX9::DirtyLastShader() { // disables vertex arrays
if (lastShader_)
lastShader_->stop();
lastShader_ = 0;

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@ -31,6 +31,19 @@ class PSShader;
class VSShader;
void ConvertProjMatrixToD3D(Matrix4x4 & in);
// Pre-fetched attrs and uniforms
enum {
ATTR_POSITION = 0,
ATTR_TEXCOORD = 1,
ATTR_NORMAL = 2,
ATTR_W1 = 3,
ATTR_W2 = 4,
ATTR_COLOR0 = 5,
ATTR_COLOR1 = 6,
ATTR_COUNT,
};
class LinkedShaderDX9
{
protected:
@ -62,6 +75,9 @@ public:
u32 dirtyUniforms;
// Present attributes in the shader.
int attrMask; // 1 << ATTR_ ... or-ed together.
// Pre-fetched attrs and uniforms
D3DXHANDLE a_position;
D3DXHANDLE a_color0;
@ -199,7 +215,7 @@ public:
void DirtyUniform(u32 what) {
globalDirty_ |= what;
}
void EndFrame(); // disables vertex arrays
void DirtyLastShader(); // disables vertex arrays
int NumVertexShaders() const { return (int)vsCache_.size(); }
int NumFragmentShaders() const { return (int)fsCache_.size(); }

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@ -21,56 +21,6 @@
namespace DX9 {
// Just to get something on the screen, we'll just not subdivide correctly.
void TransformDrawEngineDX9::DrawBezier(int ucount, int vcount) {
u16 indices[3 * 3 * 6];
static bool reported = false;
if (!reported) {
Reporting::ReportMessage("Unsupported bezier curve");
reported = true;
}
// if (gstate.patchprimitive)
// Generate indices for a rectangular mesh.
int c = 0;
for (int y = 0; y < 3; y++) {
for (int x = 0; x < 3; x++) {
indices[c++] = y * 3 + x;
indices[c++] = y * 3 + x + 1;
indices[c++] = (y + 1) * 3 + x + 1;
indices[c++] = (y + 1) * 3 + x + 1;
indices[c++] = (y + 1) * 3 + x;
indices[c++] = y * 3 + x;
}
}
// We are free to use the "decoded" buffer here.
// Let's split it into two to get a second buffer, there's enough space.
u8 *decoded2 = decoded + 65536 * 24;
// Alright, now for the vertex data.
// For now, we will simply inject UVs.
float customUV[4 * 4 * 2];
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
}
}
if (!vertTypeGetTexCoordMask(gstate.vertType)) {
VertexDecoderDX9 *dec = GetVertexDecoder(gstate.vertType);
dec->SetVertexType(gstate.vertType);
u32 newVertType = dec->InjectUVs(decoded2, Memory::GetPointer(gstate_c.vertexAddr), customUV, 16);
SubmitPrim(decoded2, &indices[0], GE_PRIM_TRIANGLES, c, newVertType, GE_VTYPE_IDX_16BIT, 0);
} else {
SubmitPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, c, gstate.vertType, GE_VTYPE_IDX_16BIT, 0);
}
Flush(); // as our vertex storage here is temporary, it will only survive one draw.
}
// Spline implementation copied and modified from neobrain's softgpu (orphis code?)

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@ -15,6 +15,55 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// Ideas for speeding things up on mobile OpenGL ES implementations
//
// Use superbuffers! Yes I just invented that name.
//
// The idea is to avoid respecifying the vertex format between every draw call (multiple glVertexAttribPointer ...)
// by combining the contents of multiple draw calls into one buffer, as long as
// they have exactly the same output vertex format. (different input formats is fine! This way
// we can combine the data for multiple draws with different numbers of bones, as we consider numbones < 4 to be = 4)
// into one VBO.
//
// This will likely be a win because I believe that between every change of VBO + glVertexAttribPointer*N, the driver will
// perform a lot of validation, probably at draw call time, while all the validation can be skipped if the only thing
// that changes between two draw calls is simple state or texture or a matrix etc, not anything vertex related.
// Also the driver will have to manage hundreds instead of thousands of VBOs in games like GTA.
//
// * Every 10 frames or something, do the following:
// - Frame 1:
// + Mark all drawn buffers with in-frame sequence numbers (alternatively,
// just log them in an array)
// - Frame 2 (beginning?):
// + Take adjacent buffers that have the same output vertex format, and add them
// to a list of buffers to combine. Create said buffers with appropriate sizes
// and precompute the offsets that the draws should be written into.
// - Frame 2 (end):
// + Actually do the work of combining the buffers. This probably means re-decoding
// the vertices into a new one. Will also have to apply index offsets.
//
// Also need to change the drawing code so that we don't glBindBuffer and respecify glVAP if
// two subsequent drawcalls come from the same superbuffer.
//
// Or we ignore all of this including vertex caching and simply find a way to do highly optimized vertex streaming,
// like Dolphin is trying to. That will likely never be able to reach the same speed as perfectly optimized
// superbuffers though. For this we will have to JIT the vertex decoder but that's not too hard.
//
// Now, when do we delete superbuffers? Maybe when half the buffers within have been killed?
//
// Another idea for GTA which switches textures a lot while not changing much other state is to use ES 3 Array
// textures, if they are the same size (even if they aren't, might be okay to simply resize the textures to match
// if they're just a multiple of 2 away) or something. Then we'd have to add a W texture coordinate to choose the
// texture within the bound texture array to the vertex data when merging into superbuffers.
//
// There are even more things to try. For games that do matrix palette skinning by quickly switching bones and
// just drawing a few triangles per call (NBA, FF:CC, Tekken 6 etc) we could even collect matrices, upload them
// all at once, writing matrix indices into the vertices in addition to the weights, and then doing a single
// draw call with specially generated shader to draw the whole mesh. This code will be seriously complex though.
#include "base/logging.h"
#include "base/timeutil.h"
#include "Common/MemoryUtil.h"
@ -49,7 +98,11 @@ const D3DPRIMITIVETYPE glprim[8] = {
D3DPT_TRIANGLELIST,
D3DPT_TRIANGLESTRIP,
D3DPT_TRIANGLEFAN,
#ifndef _XBOX
D3DPT_TRIANGLELIST, // With OpenGL ES we have to expand sprites into triangles, tripling the data instead of doubling. sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS?
#else
D3DPT_TRIANGLELIST,
#endif
};
#ifndef _XBOX
@ -76,12 +129,21 @@ enum {
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
};
#define QUAD_INDICES_MAX 32768
#define VERTEXCACHE_DECIMATION_INTERVAL 17
#ifndef _XBOX
// Check for max first as clamping to max is more common than min when lighting.
inline float clamp(float in, float min, float max) {
return in < min ? min : (in > max ? max : in);
return in > max ? max : (in < min ? min : in);
}
#else
inline float clamp(float in, float min, float max) {
in = __fsel( in - min , in, min );
return __fsel( in - max, max, in );
}
#endif
TransformDrawEngineDX9::TransformDrawEngineDX9()
: collectedVerts(0),
@ -94,14 +156,24 @@ TransformDrawEngineDX9::TransformDrawEngineDX9()
numDrawCalls(0),
vertexCountInDrawCalls(0),
uvScale(0) {
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
// All this is a LOT of memory, need to see if we can cut down somehow.
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE);
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
// All this is a LOT of memory, need to see if we can cut down somehow.
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE);
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
quadIndices_ = new u16[6 * QUAD_INDICES_MAX];
for (int i = 0; i < QUAD_INDICES_MAX; i++) {
quadIndices_[i * 6 + 0] = i * 4;
quadIndices_[i * 6 + 1] = i * 4 + 2;
quadIndices_[i * 6 + 2] = i * 4 + 1;
quadIndices_[i * 6 + 3] = i * 4 + 1;
quadIndices_[i * 6 + 4] = i * 4 + 2;
quadIndices_[i * 6 + 5] = i * 4 + 3;
}
if (g_Config.bPrescaleUV) {
uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
@ -117,6 +189,8 @@ TransformDrawEngineDX9::~TransformDrawEngineDX9() {
FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
delete [] quadIndices_;
for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
delete iter->second;
}
@ -413,7 +487,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
float v[3] = {0, 0, 0};
float c0[4] = {1, 1, 1, 1};
float c1[4] = {0, 0, 0, 0};
float uv[3] = {0, 0, 0};
float uv[3] = {0, 0, 1};
float fogCoef = 1.0f;
if (throughmode) {
@ -448,7 +522,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
if (reader.hasNormal())
reader.ReadNrm(nrm);
if ((vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
if (!vertTypeIsSkinningEnabled(vertType)) {
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
@ -460,9 +534,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
// Skinning
Vec3f psum(0,0,0);
Vec3f nsum(0,0,0);
int nweights = ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT) + 1;
for (int i = 0; i < nweights; i++)
{
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
if (weights[i] != 0.0f) {
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
Vec3f tpos(out);
@ -602,6 +674,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
break;
}
uv[0] = uv[0] * widthFactor;
uv[1] = uv[1] * heightFactor;
@ -640,11 +713,14 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
drawBuffer = transformedExpanded;
TransformedVertex *trans = &transformedExpanded[0];
TransformedVertex saved;
u32 stencilValue;
for (int i = 0; i < vertexCount; i += 2) {
int index = ((const u16*)inds)[i];
saved = transformed[index];
int index2 = ((const u16*)inds)[i + 1];
TransformedVertex &transVtx = transformed[index2];
if (i == 0)
stencilValue = transVtx.color0[3];
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
// bottom right
@ -674,6 +750,7 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
// Apparently, non-through RotateUV just breaks things.
// If we find a game where it helps, we'll just have to figure out how they differ.
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
// One game might be one of the Metal Gear ones, can't find the issue right now though.
// else
// RotateUV(trans);
@ -686,6 +763,12 @@ void TransformDrawEngineDX9::SoftwareTransformAndDraw(
numTrans += 6;
}
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
// Might want to reconsider the order of things later...
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
dxstate.stencilFunc.set(D3DCMP_ALWAYS, stencilValue, 255);
}
}
@ -806,6 +889,9 @@ void TransformDrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType
}
void TransformDrawEngineDX9::DecodeVerts() {
UVScale origUV;
if (uvScale)
origUV = gstate_c.uv;
for (int i = 0; i < numDrawCalls; i++) {
const DeferredDrawCall &dc = drawCalls[i];
@ -835,7 +921,7 @@ void TransformDrawEngineDX9::DecodeVerts() {
while (j < numDrawCalls) {
if (drawCalls[j].verts != dc.verts)
break;
if (uvScale && memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0]) != 0))
if (uvScale && memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0])) != 0)
break;
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
@ -876,6 +962,8 @@ void TransformDrawEngineDX9::DecodeVerts() {
// Force to points (0)
indexGen.AddPrim(GE_PRIM_POINTS, 0);
}
if (uvScale)
gstate_c.uv = origUV;
}
u32 TransformDrawEngineDX9::ComputeHash() {
@ -993,6 +1081,7 @@ void TransformDrawEngineDX9::DoFlush() {
LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
int vertexCount = 0;
int maxIndex = 0;
bool useElements = true;
// Cannot cache vertex data with morph enabled.
@ -1019,6 +1108,7 @@ void TransformDrawEngineDX9::DoFlush() {
DecodeVerts(); // writes to indexGen
vai->numVerts = indexGen.VertexCount();
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
goto rotateVBO;
}
@ -1065,6 +1155,7 @@ void TransformDrawEngineDX9::DoFlush() {
DecodeVerts();
vai->numVerts = indexGen.VertexCount();
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
useElements = !indexGen.SeenOnlyPurePrims();
if (!useElements && indexGen.PureCount()) {
vai->numVerts = indexGen.PureCount();
@ -1097,7 +1188,8 @@ void TransformDrawEngineDX9::DoFlush() {
vb_ = vai->vbo;
ib_ = vai->ebo;
vertexCount = vai->numVerts;
prim = static_cast<GEPrimitiveType>(vai->prim);
maxIndex = vai->maxIndex;
prim = static_cast<GEPrimitiveType>(vai->prim);
break;
}
@ -1114,7 +1206,9 @@ void TransformDrawEngineDX9::DoFlush() {
ib_ = vai->ebo;
vertexCount = vai->numVerts;
prim = static_cast<GEPrimitiveType>(vai->prim);
maxIndex = vai->maxIndex;
prim = static_cast<GEPrimitiveType>(vai->prim);
break;
}
@ -1135,7 +1229,8 @@ void TransformDrawEngineDX9::DoFlush() {
rotateVBO:
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
useElements = !indexGen.SeenOnlyPurePrims();
vertexCount = indexGen.VertexCount();
vertexCount = indexGen.VertexCount();
maxIndex = indexGen.MaxIndex();
if (!useElements && indexGen.PureCount()) {
vertexCount = indexGen.PureCount();
}
@ -1191,5 +1286,51 @@ rotateVBO:
host->GPUNotifyDraw();
#endif
}
bool TransformDrawEngineDX9::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
// Simplify away bones and morph before proceeding
}
/*
SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
u8 *temp_buffer = decoded + 65536 * 24;
u32 origVertType = vertType;
vertType = NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
for (int cube = 0; cube < vertexCount / 8; cube++) {
// For each cube...
for (int i = 0; i < 8; i++) {
const SimpleVertex &vert = corners[cube * 8 + i];
// To world space...
float worldPos[3];
Vec3ByMatrix43(worldPos, (float *)&vert.pos.x, gstate.worldMatrix);
// To view space...
float viewPos[3];
Vec3ByMatrix43(viewPos, worldPos, gstate.viewMatrix);
// And finally to screen space.
float frustumPos[4];
Vec3ByMatrix44(frustumPos, viewPos, gstate.projMatrix);
// Project to 2D
float x = frustumPos[0] / frustumPos[3];
float y = frustumPos[1] / frustumPos[3];
// Rescale 2d position
// ...
}
}
*/
// Let's think. A better approach might be to take the edges of the drawing region and the projection
// matrix to build a frustum pyramid, and then clip the cube against those planes. If all vertices fail the same test,
// the cube is out. Otherwise it's in.
// TODO....
return true;
}
} // namespace

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@ -80,8 +80,9 @@ public:
LPDIRECT3DINDEXBUFFER9 ebo;
// Precalculated parameter for drawdrawElements
// Precalculated parameter for drawRangeElements
u16 numVerts;
u16 maxIndex;
s8 prim;
// ID information
@ -98,12 +99,11 @@ class TransformDrawEngineDX9 {
public:
TransformDrawEngineDX9();
virtual ~TransformDrawEngineDX9();
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertexType, int forceIndexType, int *bytesRead);
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type);
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertex_type);
// legacy
void DrawBezier(int ucount, int vcount);
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int forceIndexType, int *bytesRead);
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType);
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(ShaderManagerDX9 *shaderManager) {
@ -140,6 +140,9 @@ private:
void ApplyDrawState(int prim);
bool IsReallyAClear(int numVerts) const;
// Preprocessing for spline/bezier
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
// drawcall ID
u32 ComputeFastDCID();
u32 ComputeHash(); // Reads deferred vertex data.
@ -177,6 +180,9 @@ private:
TransformedVertex *transformedExpanded;
std::map<u32, VertexArrayInfoDX9 *> vai_;
// Fixed index buffer for easy quad generation from spline/bezier
u16 *quadIndices_;
// Other
ShaderManagerDX9 *shaderManager_;

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@ -89,6 +89,11 @@ void fbo_bind_as_render_target(FBO *fbo) {
pD3Ddevice->SetDepthStencilSurface(fbo->depthstencil);
}
LPDIRECT3DTEXTURE9 fbo_get_color_texture(FBO *fbo) {
return fbo->tex;
}
void fbo_bind_for_read(FBO *fbo) {
// pD3Ddevice->SetRenderTarget(0, fbo->surf);
}

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@ -35,6 +35,8 @@ void fbo_destroy(FBO *fbo);
void fbo_get_dimensions(FBO *fbo, int *w, int *h);
void fbo_resolve(FBO *fbo);
LPDIRECT3DTEXTURE9 fbo_get_color_texture(FBO *fbo);
void * fbo_get_rtt(FBO *fbo);
// To get default depth and rt surface

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@ -31,7 +31,7 @@ static const char * vscode =
" VS_OUT main( VS_IN In ) "
" { "
" VS_OUT Out; "
" Out.ProjPos = mul( matWVP, In.ObjPos ); " // Transform vertex into
" Out.ProjPos = In.ObjPos; " // Transform vertex into
" Out.Uv = In.Uv; "
" return Out; " // Transfer color
" } ";