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softgpu: Support fog and color1 on imm verts.
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35ba01e01f
commit
596b07bd2e
@ -215,6 +215,9 @@ void DrawEngineCommon::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex
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int vtype = GE_VTYPE_TC_FLOAT | GE_VTYPE_POS_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_THROUGH;
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// TODO: Handle fog and secondary color somehow?
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if (gstate.isFogEnabled()) {
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WARN_LOG_REPORT_ONCE(geimmfog, G3D, "Imm vertex used fog");
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}
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if (color1Used != 0 && gstate.isUsingSecondaryColor()) {
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WARN_LOG_REPORT_ONCE(geimmcolor1, G3D, "Imm vertex used secondary color");
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}
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@ -2447,21 +2447,22 @@ void GPUCommon::FlushImm() {
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int cullMode = (immFlags_ & GE_IMM_CULLFACE) != 0 ? 1 : 0;
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bool texturing = (immFlags_ & GE_IMM_TEXTURE) != 0;
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bool prevTexturing = gstate.isTextureMapEnabled();
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bool fog = (immFlags_ & GE_IMM_FOG) != 0;
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bool prevFog = gstate.isFogEnabled();
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bool dither = (immFlags_ & GE_IMM_DITHER) != 0;
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bool prevDither = gstate.isDitherEnabled();
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if ((immFlags_ & GE_IMM_CLIPMASK) != 0) {
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WARN_LOG_REPORT_ONCE(geimmclipvalue, G3D, "Imm vertex used clip value, flags=%06x", immFlags_);
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} else if ((immFlags_ & GE_IMM_FOG) != 0) {
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WARN_LOG_REPORT_ONCE(geimmfog, G3D, "Imm vertex used fog, flags=%06x", immFlags_);
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}
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if (texturing != prevTexturing || cullEnable != prevCullEnable || dither != prevDither || prevShading != shading) {
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if (texturing != prevTexturing || cullEnable != prevCullEnable || dither != prevDither || prevShading != shading || prevFog != fog) {
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DispatchFlush();
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gstate.antiAliasEnable = (GE_CMD_ANTIALIASENABLE << 24) | (int)antialias;
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gstate.shademodel = (GE_CMD_SHADEMODE << 24) | (int)shading;
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gstate.cullfaceEnable = (GE_CMD_CULLFACEENABLE << 24) | (int)cullEnable;
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gstate.textureMapEnable = (GE_CMD_TEXTUREMAPENABLE << 24) | (int)texturing;
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gstate.fogEnable = (GE_CMD_FOGENABLE << 24) | (int)fog;
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gstate.ditherEnable = (GE_CMD_DITHERENABLE << 24) | (int)dither;
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE);
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}
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@ -2473,6 +2474,7 @@ void GPUCommon::FlushImm() {
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gstate.shademodel = (GE_CMD_SHADEMODE << 24) | (int)prevShading;
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gstate.cullfaceEnable = (GE_CMD_CULLFACEENABLE << 24) | (int)prevCullEnable;
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gstate.textureMapEnable = (GE_CMD_TEXTUREMAPENABLE << 24) | (int)prevTexturing;
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gstate.fogEnable = (GE_CMD_FOGENABLE << 24) | (int)prevFog;
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gstate.ditherEnable = (GE_CMD_DITHERENABLE << 24) | (int)prevDither;
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gstate_c.Dirty(DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_RASTER_STATE);
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}
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@ -167,7 +167,7 @@ void BinManager::UpdateState(bool throughMode) {
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if (states_.Full())
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Flush("states");
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stateIndex_ = (uint16_t)states_.Push(RasterizerState());
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ComputeRasterizerState(&states_[stateIndex_], throughMode);
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ComputeRasterizerState(&states_[stateIndex_]);
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states_[stateIndex_].samplerID.cached.clut = cluts_[clutIndex_].readable;
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ClearDirty(SoftDirty::PIXEL_ALL | SoftDirty::SAMPLER_ALL | SoftDirty::RAST_ALL);
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@ -48,11 +48,11 @@ static inline PixelBlendFactor OptimizeAlphaFactor(uint32_t color) {
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return PixelBlendFactor::FIX;
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}
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void ComputePixelFuncID(PixelFuncID *id, bool throughMode) {
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void ComputePixelFuncID(PixelFuncID *id) {
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id->fullKey = 0;
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// TODO: Could this be minz > 0x0000 || maxz < 0xFFFF? Maybe unsafe, depending on verts...
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id->applyDepthRange = !throughMode;
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id->applyDepthRange = !gstate.isModeThrough();
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// Dither happens even in clear mode.
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id->dithering = gstate.isDitherEnabled();
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id->fbFormat = gstate.FrameBufFormat();
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@ -169,7 +169,7 @@ void ComputePixelFuncID(PixelFuncID *id, bool throughMode) {
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}
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id->applyLogicOp = gstate.isLogicOpEnabled() && gstate.getLogicOp() != GE_LOGIC_COPY;
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id->applyFog = gstate.isFogEnabled() && !throughMode;
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id->applyFog = gstate.isFogEnabled() && !gstate.isModeThrough();
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id->earlyZChecks = id->DepthTestFunc() != GE_COMP_ALWAYS;
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if (id->stencilTest && id->earlyZChecks) {
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@ -244,7 +244,7 @@ struct hash<SamplerID> {
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};
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void ComputePixelFuncID(PixelFuncID *id, bool throughMode);
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void ComputePixelFuncID(PixelFuncID *id);
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std::string DescribePixelFuncID(const PixelFuncID &id);
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void ComputeSamplerID(SamplerID *id);
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@ -93,8 +93,8 @@ static inline Vec4<float> Interpolate(const float &c0, const float &c1, const fl
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return Interpolate(c0, c1, c2, w0.Cast<float>(), w1.Cast<float>(), w2.Cast<float>(), wsum_recip);
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}
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void ComputeRasterizerState(RasterizerState *state, bool throughMode) {
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ComputePixelFuncID(&state->pixelID, throughMode);
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void ComputeRasterizerState(RasterizerState *state) {
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ComputePixelFuncID(&state->pixelID);
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state->drawPixel = Rasterizer::GetSingleFunc(state->pixelID);
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state->enableTextures = gstate.isTextureMapEnabled() && !state->pixelID.clearMode;
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@ -132,7 +132,7 @@ void ComputeRasterizerState(RasterizerState *state, bool throughMode) {
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}
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state->shadeGouraud = gstate.getShadeMode() == GE_SHADE_GOURAUD;
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state->throughMode = throughMode;
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state->throughMode = gstate.isModeThrough();
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state->antialiasLines = gstate.isAntiAliasEnabled();
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#if defined(SOFTGPU_MEMORY_TAGGING_DETAILED) || defined(SOFTGPU_MEMORY_TAGGING_BASIC)
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@ -65,7 +65,7 @@ struct RasterizerState {
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}
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};
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void ComputeRasterizerState(RasterizerState *state, bool throughMode);
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void ComputeRasterizerState(RasterizerState *state);
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// Draws a triangle if its vertices are specified in counter-clockwise order
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void DrawTriangle(const VertexData &v0, const VertexData &v1, const VertexData &v2, const BinCoords &range, const RasterizerState &state);
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@ -71,46 +71,64 @@ void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds,
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}
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void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode) {
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// TODO: Handle fog and secondary color somehow?
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int vtype = GE_VTYPE_TC_FLOAT | GE_VTYPE_POS_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_THROUGH;
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uint32_t vertTypeID = GetVertTypeID(vtype, 0);
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uint32_t vertTypeID = GetVertTypeID(gstate.vertType, gstate.getUVGenMode());
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int flipCull = cullMode != gstate.getCullMode() ? 1 : 0;
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// TODO: For now, just setting all dirty.
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transformUnit.SetDirty(SoftDirty(-1));
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gstate.cullmode ^= flipCull;
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// Instead of plumbing through properly (we'd need to inject these pretransformed vertices in the middle
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// of SoftwareTransform(), which would take a lot of refactoring), we'll cheat and just turn these into
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// through vertices.
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// Since the only known use is Thrillville and it only uses it to clear, we just use color and pos.
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struct ImmVertex {
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float uv[2];
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uint32_t color;
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float xyz[3];
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};
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std::vector<ImmVertex> temp;
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temp.resize(vertexCount);
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uint32_t color1Used = 0;
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// TODO: This is a bit ugly. Should bypass when clipping...
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uint32_t xScale = gstate.viewportxscale;
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uint32_t xCenter = gstate.viewportxcenter;
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uint32_t yScale = gstate.viewportyscale;
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uint32_t yCenter = gstate.viewportycenter;
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uint32_t zScale = gstate.viewportzscale;
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uint32_t zCenter = gstate.viewportzcenter;
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// Force scale to 1 and center to zero.
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gstate.viewportxscale = (GE_CMD_VIEWPORTXSCALE << 24) | 0x3F8000;
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gstate.viewportxcenter = (GE_CMD_VIEWPORTXCENTER << 24) | 0x000000;
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gstate.viewportyscale = (GE_CMD_VIEWPORTYSCALE << 24) | 0x3F8000;
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gstate.viewportycenter = (GE_CMD_VIEWPORTYCENTER << 24) | 0x000000;
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// Z we scale to 65535 for neg z clipping.
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gstate.viewportzscale = (GE_CMD_VIEWPORTZSCALE << 24) | 0x477FFF;
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gstate.viewportzcenter = (GE_CMD_VIEWPORTZCENTER << 24) | 0x000000;
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// Before we start, submit 0 prims to reset the prev prim type.
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// Following submits will always be KEEP_PREVIOUS.
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transformUnit.SubmitPrimitive(nullptr, nullptr, prim, 0, vertTypeID, nullptr, this);
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for (int i = 0; i < vertexCount; i++) {
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// Since we're sending through, scale back up to w/h.
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temp[i].uv[0] = buffer[i].u * gstate.getTextureWidth(0);
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temp[i].uv[1] = buffer[i].v * gstate.getTextureHeight(0);
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temp[i].color = buffer[i].color0_32;
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temp[i].xyz[0] = buffer[i].pos[0];
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temp[i].xyz[1] = buffer[i].pos[1];
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temp[i].xyz[2] = buffer[i].pos[2];
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color1Used |= buffer[i].color1_32;
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VertexData vert;
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vert.clippos = ClipCoords(buffer[i].pos);
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vert.texturecoords.x = buffer[i].u;
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vert.texturecoords.y = buffer[i].v;
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if (gstate.isModeThrough()) {
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vert.texturecoords.x *= gstate.getTextureWidth(0);
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vert.texturecoords.y *= gstate.getTextureHeight(0);
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} else {
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vert.clippos.z *= 1.0f / 65535.0f;
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}
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vert.color0 = buffer[i].color0_32;
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vert.color1 = gstate.isUsingSecondaryColor() ? buffer[i].color1_32 : 0;
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vert.fogdepth = buffer[i].fog;
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vert.screenpos.x = (int)(buffer[i].x * 16.0f);
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vert.screenpos.y = (int)(buffer[i].y * 16.0f);
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vert.screenpos.z = (u16)(u32)buffer[i].z;
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transformUnit.SubmitImmVertex(vert, this);
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}
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if (color1Used != 0 && gstate.isUsingSecondaryColor()) {
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WARN_LOG_REPORT_ONCE(geimmcolor1, G3D, "Imm vertex used secondary color");
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}
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transformUnit.SubmitPrimitive(&temp[0], nullptr, prim, vertexCount, vertTypeID, nullptr, this);
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gstate.viewportxscale = xScale;
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gstate.viewportxcenter = xCenter;
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gstate.viewportyscale = yScale;
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gstate.viewportycenter = yCenter;
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gstate.viewportzscale = zScale;
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gstate.viewportzcenter = zCenter;
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gstate.cullmode ^= flipCull;
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// TODO: Should really clear, but the vertex type is faked so things might need resetting...
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// TODO: Should really clear, but a bunch of values are forced so we this is safest.
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transformUnit.SetDirty(SoftDirty(-1));
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}
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@ -492,12 +510,13 @@ void TransformUnit::SubmitPrimitive(const void* vertices, const void* indices, G
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return;
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u16 index_lower_bound = 0;
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u16 index_upper_bound = vertex_count - 1;
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u16 index_upper_bound = vertex_count == 0 ? 0 : vertex_count - 1;
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IndexConverter ConvertIndex(vertex_type, indices);
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if (indices)
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GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
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vdecoder.DecodeVerts(decoded_, vertices, index_lower_bound, index_upper_bound);
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if (vertex_count != 0)
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vdecoder.DecodeVerts(decoded_, vertices, index_lower_bound, index_upper_bound);
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VertexReader vreader(decoded_, vtxfmt, vertex_type);
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@ -786,6 +805,47 @@ void TransformUnit::SubmitPrimitive(const void* vertices, const void* indices, G
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}
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}
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void TransformUnit::SubmitImmVertex(const VertexData &vert, SoftwareDrawEngine *drawEngine) {
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// Where we put it is different for STRIP/FAN types.
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switch (prev_prim_) {
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case GE_PRIM_POINTS:
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case GE_PRIM_LINES:
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case GE_PRIM_TRIANGLES:
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case GE_PRIM_RECTANGLES:
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// This is the easy one. SubmitPrimitive resets data_index_.
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data_[data_index_++] = vert;
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break;
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case GE_PRIM_LINE_STRIP:
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// This one alternates, and data_index_ > 0 means it draws a segment.
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data_[(data_index_++) & 1] = vert;
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break;
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case GE_PRIM_TRIANGLE_STRIP:
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data_[(data_index_++) % 3] = vert;
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break;
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case GE_PRIM_TRIANGLE_FAN:
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if (data_index_ == 0) {
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data_[data_index_++] = vert;
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} else {
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int provoking_index = 2 - ((data_index_++) % 2);
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data_[provoking_index] = vert;
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}
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break;
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default:
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_assert_msg_(false, "Invalid prim type: %d", (int)prev_prim_);
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break;
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}
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uint32_t vertTypeID = GetVertTypeID(gstate.vertType, gstate.getUVGenMode());
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// This now processes the step with shared logic, given the existing data_.
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isImmDraw_ = true;
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SubmitPrimitive(nullptr, nullptr, GE_PRIM_KEEP_PREVIOUS, 0, vertTypeID, nullptr, drawEngine);
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isImmDraw_ = false;
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}
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void TransformUnit::SendTriangle(CullType cullType, const VertexData *verts, int provoking) {
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if (cullType == CullType::OFF) {
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Clipper::ProcessTriangle(verts[0], verts[1], verts[2], verts[provoking], *binner_);
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@ -129,6 +129,7 @@ public:
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static ScreenCoords DrawingToScreen(const DrawingCoords &coords, u16 z);
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void SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine);
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void SubmitImmVertex(const VertexData &vert, SoftwareDrawEngine *drawEngine);
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
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