// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include #include #include "profiler/profiler.h" #include "Common/CPUDetect.h" #include "Core/Config.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" // only needed for UVScale stuff #if defined(_M_SSE) #include inline __m128 SSECrossProduct(__m128 a, __m128 b) { const __m128 left = _mm_mul_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)), _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2))); const __m128 right = _mm_mul_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)), _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1))); return _mm_sub_ps(left, right); } inline __m128 SSENormalizeMultiplierSSE2(__m128 v) { const __m128 sq = _mm_mul_ps(v, v); const __m128 r2 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 1)); const __m128 r3 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 2)); const __m128 res = _mm_add_ss(r3, _mm_add_ss(r2, sq)); const __m128 rt = _mm_rsqrt_ss(res); return _mm_shuffle_ps(rt, rt, _MM_SHUFFLE(0, 0, 0, 0)); } #if _M_SSE >= 0x401 #include inline __m128 SSENormalizeMultiplierSSE4(__m128 v) { return _mm_rsqrt_ps(_mm_dp_ps(v, v, 0xFF)); } inline __m128 SSENormalizeMultiplier(bool useSSE4, __m128 v) { if (useSSE4) return SSENormalizeMultiplierSSE4(v); return SSENormalizeMultiplierSSE2(v); } #else inline __m128 SSENormalizeMultiplier(bool useSSE4, __m128 v) { return SSENormalizeMultiplierSSE2(v); } #endif #endif #define START_OPEN 1 #define END_OPEN 2 static void CopyQuad(u8 *&dest, const SimpleVertex *v1, const SimpleVertex *v2, const SimpleVertex* v3, const SimpleVertex *v4) { int vertexSize = sizeof(SimpleVertex); memcpy(dest, v1, vertexSize); dest += vertexSize; memcpy(dest, v2, vertexSize); dest += vertexSize; memcpy(dest, v3, vertexSize); dest += vertexSize; memcpy(dest, v4, vertexSize); dest += vertexSize; } static void CopyQuadIndex(u16 *&indices, GEPatchPrimType type, const int idx0, const int idx1, const int idx2, const int idx3) { if (type == GE_PATCHPRIM_LINES) { *(indices++) = idx0; *(indices++) = idx2; *(indices++) = idx1; *(indices++) = idx3; *(indices++) = idx1; *(indices++) = idx2; } else { *(indices++) = idx0; *(indices++) = idx2; *(indices++) = idx1; *(indices++) = idx1; *(indices++) = idx2; *(indices++) = idx3; } } #undef b2 // Bernstein basis functions inline float bern0(float x) { return (1 - x) * (1 - x) * (1 - x); } inline float bern1(float x) { return 3 * x * (1 - x) * (1 - x); } inline float bern2(float x) { return 3 * x * x * (1 - x); } inline float bern3(float x) { return x * x * x; } // Not sure yet if these have any use inline float bern0deriv(float x) { return -3 * (x - 1) * (x - 1); } inline float bern1deriv(float x) { return 9 * x * x - 12 * x + 3; } inline float bern2deriv(float x) { return 3 * (2 - 3 * x) * x; } inline float bern3deriv(float x) { return 3 * x * x; } // http://en.wikipedia.org/wiki/Bernstein_polynomial static Math3D::Vec2f Bernstein3D(const Math3D::Vec2f& p0, const Math3D::Vec2f& p1, const Math3D::Vec2f& p2, const Math3D::Vec2f& p3, float x) { if (x == 0) return p0; else if (x == 1) return p3; return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x); } static Vec3f Bernstein3D(const Vec3f& p0, const Vec3f& p1, const Vec3f& p2, const Vec3f& p3, float x) { if (x == 0) return p0; else if (x == 1) return p3; return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x); } static Vec4f Bernstein3D(const Vec4f& p0, const Vec4f& p1, const Vec4f& p2, const Vec4f& p3, float x) { if (x == 0) return p0; else if (x == 1) return p3; return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x); } static Vec4f Bernstein3D(const u32& p0, const u32& p1, const u32& p2, const u32& p3, float x) { return Bernstein3D(Vec4f::FromRGBA(p0), Vec4f::FromRGBA(p1), Vec4f::FromRGBA(p2), Vec4f::FromRGBA(p3), x); } static Vec3f Bernstein3DDerivative(const Vec3f& p0, const Vec3f& p1, const Vec3f& p2, const Vec3f& p3, float x) { return p0 * bern0deriv(x) + p1 * bern1deriv(x) + p2 * bern2deriv(x) + p3 * bern3deriv(x); } static void spline_n_4(int i, float t, float *knot, float *splineVal) { knot += i + 1; #ifdef _M_SSE const __m128 knot012 = _mm_loadu_ps(&knot[0]); const __m128 knot345 = _mm_loadu_ps(&knot[3]); const __m128 t012 = _mm_sub_ps(_mm_set_ps1(t), knot012); const __m128 f30_41_52 = _mm_div_ps(t012, _mm_sub_ps(knot345, knot012)); const __m128 knot343 = _mm_shuffle_ps(knot345, knot345, _MM_SHUFFLE(3, 0, 1, 0)); const __m128 knot122 = _mm_shuffle_ps(knot012, knot012, _MM_SHUFFLE(3, 2, 2, 1)); const __m128 t122 = _mm_shuffle_ps(t012, t012, _MM_SHUFFLE(3, 2, 2, 1)); const __m128 f31_42_32 = _mm_div_ps(t122, _mm_sub_ps(knot343, knot122)); // It's still faster to use SSE, even with this. float MEMORY_ALIGNED16(ff30_41_52[4]); float MEMORY_ALIGNED16(ff31_42_32[4]); _mm_store_ps(ff30_41_52, f30_41_52); _mm_store_ps(ff31_42_32, f31_42_32); const float &f30 = ff30_41_52[0]; const float &f41 = ff30_41_52[1]; const float &f52 = ff30_41_52[2]; const float &f31 = ff31_42_32[0]; const float &f42 = ff31_42_32[1]; const float &f32 = ff31_42_32[2]; #else // TODO: Maybe compilers could be coaxed into vectorizing this code without the above explicitly... float t0 = (t - knot[0]); float t1 = (t - knot[1]); float t2 = (t - knot[2]); // TODO: All our knots are integers so we should be able to get rid of these divisions (How?) float f30 = t0/(knot[3]-knot[0]); float f41 = t1/(knot[4]-knot[1]); float f52 = t2/(knot[5]-knot[2]); float f31 = t1/(knot[3]-knot[1]); float f42 = t2/(knot[4]-knot[2]); float f32 = t2/(knot[3]-knot[2]); #endif float a = (1-f30)*(1-f31); float b = (f31*f41); float c = (1-f41)*(1-f42); float d = (f42*f52); splineVal[0] = a-(a*f32); splineVal[1] = 1-a-b+((a+b+c-1)*f32); splineVal[2] = b+((1-b-c-d)*f32); splineVal[3] = d*f32; } // knot should be an array sized n + 5 (n + 1 + 1 + degree (cubic)) static void spline_knot(int n, int type, float *knot) { memset(knot, 0, sizeof(float) * (n + 5)); for (int i = 0; i < n - 1; ++i) knot[i + 3] = (float)i; if ((type & 1) == 0) { knot[0] = -3; knot[1] = -2; knot[2] = -1; } if ((type & 2) == 0) { knot[n + 2] = (float)(n - 1); knot[n + 3] = (float)(n); knot[n + 4] = (float)(n + 1); } else { knot[n + 2] = (float)(n - 2); knot[n + 3] = (float)(n - 2); knot[n + 4] = (float)(n - 2); } } static void _SplinePatchLowQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType) { // Fast and easy way - just draw the control points, generate some very basic normal vector substitutes. // Very inaccurate but okay for Loco Roco. Maybe should keep it as an option because it's fast. const int tile_min_u = (spatch.type_u & START_OPEN) ? 0 : 1; const int tile_min_v = (spatch.type_v & START_OPEN) ? 0 : 1; const int tile_max_u = (spatch.type_u & END_OPEN) ? spatch.count_u - 1 : spatch.count_u - 2; const int tile_max_v = (spatch.type_v & END_OPEN) ? spatch.count_v - 1 : spatch.count_v - 2; float tu_width = (float)spatch.count_u - 3.0f; float tv_height = (float)spatch.count_v - 3.0f; tu_width /= (float)(tile_max_u - tile_min_u); tv_height /= (float)(tile_max_v - tile_min_v); GEPatchPrimType prim_type = spatch.primType; bool computeNormals = spatch.computeNormals; bool patchFacing = spatch.patchFacing; int i = 0; for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) { for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) { int point_index = tile_u + tile_v * spatch.count_u; SimpleVertex v0 = *spatch.points[point_index]; SimpleVertex v1 = *spatch.points[point_index + 1]; SimpleVertex v2 = *spatch.points[point_index + spatch.count_u]; SimpleVertex v3 = *spatch.points[point_index + spatch.count_u + 1]; // Generate UV. TODO: Do this even if UV specified in control points? if ((origVertType & GE_VTYPE_TC_MASK) == 0) { float u = (tile_u - tile_min_u) * tu_width; float v = (tile_v - tile_min_v) * tv_height; v0.uv[0] = u; v0.uv[1] = v; v1.uv[0] = u + tu_width; v1.uv[1] = v; v2.uv[0] = u; v2.uv[1] = v + tv_height; v3.uv[0] = u + tu_width; v3.uv[1] = v + tv_height; } // Generate normal if lighting is enabled (otherwise there's no point). // This is a really poor quality algorithm, we get facet normals. if (computeNormals) { Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos); norm.Normalize(); if (patchFacing) norm *= -1.0f; v0.nrm = norm; v1.nrm = norm; v2.nrm = norm; v3.nrm = norm; } int idx0 = i * 4 + 0; int idx1 = i * 4 + 1; int idx2 = i * 4 + 2; int idx3 = i * 4 + 3; i++; CopyQuad(dest, &v0, &v1, &v2, &v3); CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3); count += 6; } } } static inline void AccumulateWeighted(Vec3f &out, const Vec3Packedf &in, const Vec4f &w) { #ifdef _M_SSE out.vec = _mm_add_ps(out.vec, _mm_mul_ps(_mm_loadu_ps(in.AsArray()), w.vec)); #else out += in * w.x; #endif } static inline void AccumulateWeighted(Vec4f &out, const Vec4f &in, const Vec4f &w) { #ifdef _M_SSE out.vec = _mm_add_ps(out.vec, _mm_mul_ps(in.vec, w.vec)); #else out += in * w; #endif } template static void SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) { // Full (mostly) correct tessellation of spline patches. // Not very fast. float *knot_u = new float[spatch.count_u + 4]; float *knot_v = new float[spatch.count_v + 4]; spline_knot(spatch.count_u - 1, spatch.type_u, knot_u); spline_knot(spatch.count_v - 1, spatch.type_v, knot_v); // Increase tesselation based on the size. Should be approximately right? int patch_div_s = (spatch.count_u - 3) * spatch.tess_u; int patch_div_t = (spatch.count_v - 3) * spatch.tess_v; if (quality > 1) { patch_div_s /= quality; patch_div_t /= quality; } // Downsample until it fits, in case crazy tesselation factors are sent. while ((patch_div_s + 1) * (patch_div_t + 1) > maxVertices) { patch_div_s /= 2; patch_div_t /= 2; } if (patch_div_s < 2) patch_div_s = 2; if (patch_div_t < 2) patch_div_t = 2; // First compute all the vertices and put them in an array SimpleVertex *&vertices = (SimpleVertex*&)dest; float tu_width = (float)spatch.count_u - 3.0f; float tv_height = (float)spatch.count_v - 3.0f; // int max_idx = spatch.count_u * spatch.count_v; bool computeNormals = spatch.computeNormals; float one_over_patch_div_s = 1.0f / (float)(patch_div_s); float one_over_patch_div_t = 1.0f / (float)(patch_div_t); for (int tile_v = 0; tile_v < patch_div_t + 1; tile_v++) { float v = (float)tile_v * (float)(spatch.count_v - 3) * one_over_patch_div_t; if (v < 0.0f) v = 0.0f; for (int tile_u = 0; tile_u < patch_div_s + 1; tile_u++) { float u = (float)tile_u * (float)(spatch.count_u - 3) * one_over_patch_div_s; if (u < 0.0f) u = 0.0f; SimpleVertex *vert = &vertices[tile_v * (patch_div_s + 1) + tile_u]; Vec4f vert_color(0, 0, 0, 0); Vec3f vert_pos; vert_pos.SetZero(); Vec3f vert_nrm; if (origNrm) { vert_nrm.SetZero(); } if (origCol) { vert_color.SetZero(); } else { memcpy(vert->color, spatch.points[0]->color, 4); } if (origTc) { vert->uv[0] = 0.0f; vert->uv[1] = 0.0f; } else { vert->uv[0] = tu_width * ((float)tile_u * one_over_patch_div_s); vert->uv[1] = tv_height * ((float)tile_v * one_over_patch_div_t); } // Collect influences from surrounding control points. float u_weights[4]; float v_weights[4]; int iu = (int)u; int iv = (int)v; // TODO: Would really like to fix the surrounding logic somehow to get rid of these but I can't quite get it right.. // Without the previous epsilons and with large count_u, we will end up doing an out of bounds access later without these. if (iu >= spatch.count_u - 3) iu = spatch.count_u - 4; if (iv >= spatch.count_v - 3) iv = spatch.count_v - 4; spline_n_4(iu, u, knot_u, u_weights); spline_n_4(iv, v, knot_v, v_weights); // Handle degenerate patches. without this, spatch.points[] may read outside the number of initialized points. int patch_w = std::min(spatch.count_u - iu, 4); int patch_h = std::min(spatch.count_v - iv, 4); for (int ii = 0; ii < patch_w; ++ii) { for (int jj = 0; jj < patch_h; ++jj) { float u_spline = u_weights[ii]; float v_spline = v_weights[jj]; float f = u_spline * v_spline; if (f > 0.0f) { #ifdef _M_SSE Vec4f fv(_mm_set_ps1(f)); #else Vec4f fv = Vec4f::AssignToAll(f); #endif int idx = spatch.count_u * (iv + jj) + (iu + ii); /* if (idx >= max_idx) { char temp[512]; snprintf(temp, sizeof(temp), "count_u: %d count_v: %d patch_w: %d patch_h: %d ii: %d jj: %d iu: %d iv: %d patch_div_s: %d patch_div_t: %d\n", spatch.count_u, spatch.count_v, patch_w, patch_h, ii, jj, iu, iv, patch_div_s, patch_div_t); OutputDebugStringA(temp); DebugBreak(); }*/ SimpleVertex *a = spatch.points[idx]; AccumulateWeighted(vert_pos, a->pos, fv); if (origTc) { vert->uv[0] += a->uv[0] * f; vert->uv[1] += a->uv[1] * f; } if (origCol) { Vec4f a_color = Vec4f::FromRGBA(a->color_32); AccumulateWeighted(vert_color, a_color, fv); } if (origNrm) { AccumulateWeighted(vert_nrm, a->nrm, fv); } } } } vert->pos = vert_pos; if (origNrm) { #ifdef _M_SSE const __m128 normalize = SSENormalizeMultiplier(useSSE4, vert_nrm.vec); vert_nrm.vec = _mm_mul_ps(vert_nrm.vec, normalize); #else vert_nrm.Normalize(); #endif vert->nrm = vert_nrm; } else { vert->nrm.SetZero(); vert->nrm.z = 1.0f; } if (origCol) { vert->color_32 = vert_color.ToRGBA(); } } } delete[] knot_u; delete[] knot_v; // Hacky normal generation through central difference. if (computeNormals && !origNrm) { #ifdef _M_SSE const __m128 facing = spatch.patchFacing ? _mm_set_ps1(-1.0f) : _mm_set_ps1(1.0f); #endif for (int v = 0; v < patch_div_t + 1; v++) { Vec3f vl_pos = vertices[v * (patch_div_s + 1)].pos; Vec3f vc_pos = vertices[v * (patch_div_s + 1)].pos; for (int u = 0; u < patch_div_s + 1; u++) { const int t = std::max(0, v - 1); const int r = std::min(patch_div_s, u + 1); const int b = std::min(patch_div_t, v + 1); const Vec3f vr_pos = vertices[v * (patch_div_s + 1) + r].pos; #ifdef _M_SSE const __m128 right = _mm_sub_ps(vr_pos.vec, vl_pos.vec); const Vec3f vb_pos = vertices[b * (patch_div_s + 1) + u].pos; const Vec3f vt_pos = vertices[t * (patch_div_s + 1) + u].pos; const __m128 down = _mm_sub_ps(vb_pos.vec, vt_pos.vec); const __m128 crossed = SSECrossProduct(right, down); const __m128 normalize = SSENormalizeMultiplier(useSSE4, crossed); Vec3f finalNrm = _mm_mul_ps(normalize, _mm_mul_ps(crossed, facing)); vertices[v * (patch_div_s + 1) + u].nrm = finalNrm; #else const Vec3Packedf &right = vr_pos - vl_pos; const Vec3Packedf &down = vertices[b * (patch_div_s + 1) + u].pos - vertices[t * (patch_div_s + 1) + u].pos; vertices[v * (patch_div_s + 1) + u].nrm = Cross(right, down).Normalized(); if (spatch.patchFacing) { vertices[v * (patch_div_s + 1) + u].nrm *= -1.0f; } #endif // Rotate for the next one to the right. vl_pos = vc_pos; vc_pos = vr_pos; } } } GEPatchPrimType prim_type = spatch.primType; // Tesselate. for (int tile_v = 0; tile_v < patch_div_t; ++tile_v) { for (int tile_u = 0; tile_u < patch_div_s; ++tile_u) { int idx0 = tile_v * (patch_div_s + 1) + tile_u; int idx1 = tile_v * (patch_div_s + 1) + tile_u + 1; int idx2 = (tile_v + 1) * (patch_div_s + 1) + tile_u; int idx3 = (tile_v + 1) * (patch_div_s + 1) + tile_u + 1; CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3); count += 6; } } } template static inline void SplinePatchFullQualityDispatch4(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) { if (cpu_info.bSSE4_1) SplinePatchFullQuality(dest, indices, count, spatch, origVertType, quality, maxVertices); else SplinePatchFullQuality(dest, indices, count, spatch, origVertType, quality, maxVertices); } template static inline void SplinePatchFullQualityDispatch3(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) { bool origTc = (origVertType & GE_VTYPE_TC_MASK) != 0; if (origTc) SplinePatchFullQualityDispatch4(dest, indices, count, spatch, origVertType, quality, maxVertices); else SplinePatchFullQualityDispatch4(dest, indices, count, spatch, origVertType, quality, maxVertices); } template static inline void SplinePatchFullQualityDispatch2(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) { bool origCol = (origVertType & GE_VTYPE_COL_MASK) != 0; if (origCol) SplinePatchFullQualityDispatch3(dest, indices, count, spatch, origVertType, quality, maxVertices); else SplinePatchFullQualityDispatch3(dest, indices, count, spatch, origVertType, quality, maxVertices); } static void SplinePatchFullQualityDispatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) { bool origNrm = (origVertType & GE_VTYPE_NRM_MASK) != 0; if (origNrm) SplinePatchFullQualityDispatch2(dest, indices, count, spatch, origVertType, quality, maxVertices); else SplinePatchFullQualityDispatch2(dest, indices, count, spatch, origVertType, quality, maxVertices); } void TesselateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertexCount) { switch (g_Config.iSplineBezierQuality) { case LOW_QUALITY: _SplinePatchLowQuality(dest, indices, count, spatch, origVertType); break; case MEDIUM_QUALITY: SplinePatchFullQualityDispatch(dest, indices, count, spatch, origVertType, 2, maxVertexCount); break; case HIGH_QUALITY: SplinePatchFullQualityDispatch(dest, indices, count, spatch, origVertType, 1, maxVertexCount); break; } } static void _BezierPatchLowQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) { const float third = 1.0f / 3.0f; // Fast and easy way - just draw the control points, generate some very basic normal vector subsitutes. // Very inaccurate though but okay for Loco Roco. Maybe should keep it as an option. float u_base = patch.u_index / 3.0f; float v_base = patch.v_index / 3.0f; GEPatchPrimType prim_type = patch.primType; for (int tile_v = 0; tile_v < 3; tile_v++) { for (int tile_u = 0; tile_u < 3; tile_u++) { int point_index = tile_u + tile_v * 4; SimpleVertex v0 = *patch.points[point_index]; SimpleVertex v1 = *patch.points[point_index + 1]; SimpleVertex v2 = *patch.points[point_index + 4]; SimpleVertex v3 = *patch.points[point_index + 5]; // Generate UV. TODO: Do this even if UV specified in control points? if ((origVertType & GE_VTYPE_TC_MASK) == 0) { float u = u_base + tile_u * third; float v = v_base + tile_v * third; v0.uv[0] = u; v0.uv[1] = v; v1.uv[0] = u + third; v1.uv[1] = v; v2.uv[0] = u; v2.uv[1] = v + third; v3.uv[0] = u + third; v3.uv[1] = v + third; } // Generate normal if lighting is enabled (otherwise there's no point). // This is a really poor quality algorithm, we get facet normals. if (patch.computeNormals) { Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos); norm.Normalize(); if (patch.patchFacing) norm *= -1.0f; v0.nrm = norm; v1.nrm = norm; v2.nrm = norm; v3.nrm = norm; } int total = patch.index * 3 * 3 * 4; // A patch has 3x3 tiles, and each tiles have 4 vertices. int tile_index = tile_u + tile_v * 3; int idx0 = total + tile_index * 4 + 0; int idx1 = total + tile_index * 4 + 1; int idx2 = total + tile_index * 4 + 2; int idx3 = total + tile_index * 4 + 3; CopyQuad(dest, &v0, &v1, &v2, &v3); CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3); count += 6; } } } static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices) { const float third = 1.0f / 3.0f; // Downsample until it fits, in case crazy tesselation factors are sent. while ((tess_u + 1) * (tess_v + 1) > maxVertices) { tess_u /= 2; tess_v /= 2; } // First compute all the vertices and put them in an array SimpleVertex *&vertices = (SimpleVertex*&)dest; Vec3f *posHoriz1 = (Vec3f *)AllocateAlignedMemory((tess_u + 1) * 4 * sizeof(Vec3f), 16); Vec3f *posHoriz2 = posHoriz1 + (tess_u + 1) * 1; Vec3f *posHoriz3 = posHoriz1 + (tess_u + 1) * 2; Vec3f *posHoriz4 = posHoriz1 + (tess_u + 1) * 3; Vec4f *colHoriz1 = (Vec4f *)AllocateAlignedMemory((tess_u + 1) * 4 * sizeof(Vec4f), 16); Vec4f *colHoriz2 = colHoriz1 + (tess_u + 1) * 1; Vec4f *colHoriz3 = colHoriz1 + (tess_u + 1) * 2; Vec4f *colHoriz4 = colHoriz1 + (tess_u + 1) * 3; Math3D::Vec2f *texHoriz1 = (Math3D::Vec2f *)AllocateAlignedMemory((tess_u + 1) * 4 * sizeof(Math3D::Vec2f), 16); Math3D::Vec2f *texHoriz2 = texHoriz1 + (tess_u + 1) * 1; Math3D::Vec2f *texHoriz3 = texHoriz1 + (tess_u + 1) * 2; Math3D::Vec2f *texHoriz4 = texHoriz1 + (tess_u + 1) * 3; Vec3f *derivU1 = (Vec3f *)AllocateAlignedMemory((tess_u + 1) * 4 * sizeof(Vec3f), 16); Vec3f *derivU2 = derivU1 + (tess_u + 1) * 1; Vec3f *derivU3 = derivU1 + (tess_u + 1) * 2; Vec3f *derivU4 = derivU1 + (tess_u + 1) * 3; const bool computeNormals = patch.computeNormals; const bool sampleColors = (origVertType & GE_VTYPE_COL_MASK) != 0; const bool sampleTexcoords = (origVertType & GE_VTYPE_TC_MASK) != 0; // Precompute the horizontal curves to we only have to evaluate the vertical ones. for (int i = 0; i < tess_u + 1; i++) { float u = ((float)i / (float)tess_u); posHoriz1[i] = Bernstein3D(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, u); posHoriz2[i] = Bernstein3D(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, u); posHoriz3[i] = Bernstein3D(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, u); posHoriz4[i] = Bernstein3D(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, u); if (sampleColors) { colHoriz1[i] = Bernstein3D(patch.points[0]->color_32, patch.points[1]->color_32, patch.points[2]->color_32, patch.points[3]->color_32, u); colHoriz2[i] = Bernstein3D(patch.points[4]->color_32, patch.points[5]->color_32, patch.points[6]->color_32, patch.points[7]->color_32, u); colHoriz3[i] = Bernstein3D(patch.points[8]->color_32, patch.points[9]->color_32, patch.points[10]->color_32, patch.points[11]->color_32, u); colHoriz4[i] = Bernstein3D(patch.points[12]->color_32, patch.points[13]->color_32, patch.points[14]->color_32, patch.points[15]->color_32, u); } if (sampleTexcoords) { texHoriz1[i] = Bernstein3D(Math3D::Vec2f(patch.points[0]->uv), Math3D::Vec2f(patch.points[1]->uv), Math3D::Vec2f(patch.points[2]->uv), Math3D::Vec2f(patch.points[3]->uv), u); texHoriz2[i] = Bernstein3D(Math3D::Vec2f(patch.points[4]->uv), Math3D::Vec2f(patch.points[5]->uv), Math3D::Vec2f(patch.points[6]->uv), Math3D::Vec2f(patch.points[7]->uv), u); texHoriz3[i] = Bernstein3D(Math3D::Vec2f(patch.points[8]->uv), Math3D::Vec2f(patch.points[9]->uv), Math3D::Vec2f(patch.points[10]->uv), Math3D::Vec2f(patch.points[11]->uv), u); texHoriz4[i] = Bernstein3D(Math3D::Vec2f(patch.points[12]->uv), Math3D::Vec2f(patch.points[13]->uv), Math3D::Vec2f(patch.points[14]->uv), Math3D::Vec2f(patch.points[15]->uv), u); } if (computeNormals) { derivU1[i] = Bernstein3DDerivative(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, u); derivU2[i] = Bernstein3DDerivative(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, u); derivU3[i] = Bernstein3DDerivative(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, u); derivU4[i] = Bernstein3DDerivative(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, u); } } for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) { for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) { float u = ((float)tile_u / (float)tess_u); float v = ((float)tile_v / (float)tess_v); float bv = v; const Vec3f &pos1 = posHoriz1[tile_u]; const Vec3f &pos2 = posHoriz2[tile_u]; const Vec3f &pos3 = posHoriz3[tile_u]; const Vec3f &pos4 = posHoriz4[tile_u]; SimpleVertex &vert = vertices[tile_v * (tess_u + 1) + tile_u]; if (computeNormals) { const Vec3f &derivU1_ = derivU1[tile_u]; const Vec3f &derivU2_ = derivU2[tile_u]; const Vec3f &derivU3_ = derivU3[tile_u]; const Vec3f &derivU4_ = derivU4[tile_u]; Vec3f derivU = Bernstein3D(derivU1_, derivU2_, derivU3_, derivU4_, bv); Vec3f derivV = Bernstein3DDerivative(pos1, pos2, pos3, pos4, bv); vert.nrm = Cross(derivU, derivV).Normalized(); if (patch.patchFacing) vert.nrm *= -1.0f; } else { vert.nrm.SetZero(); } vert.pos = Bernstein3D(pos1, pos2, pos3, pos4, bv); if (!sampleTexcoords) { // Generate texcoord vert.uv[0] = u + patch.u_index * third; vert.uv[1] = v + patch.v_index * third; } else { // Sample UV from control points const Math3D::Vec2f &tex1 = texHoriz1[tile_u]; const Math3D::Vec2f &tex2 = texHoriz2[tile_u]; const Math3D::Vec2f &tex3 = texHoriz3[tile_u]; const Math3D::Vec2f &tex4 = texHoriz4[tile_u]; const Math3D::Vec2f res = Bernstein3D(tex1, tex2, tex3, tex4, bv); vert.uv[0] = res.x; vert.uv[1] = res.y; } if (sampleColors) { const Vec4f &col1 = colHoriz1[tile_u]; const Vec4f &col2 = colHoriz2[tile_u]; const Vec4f &col3 = colHoriz3[tile_u]; const Vec4f &col4 = colHoriz4[tile_u]; vert.color_32 = Bernstein3D(col1, col2, col3, col4, bv).ToRGBA(); } else { memcpy(vert.color, patch.points[0]->color, 4); } } } FreeAlignedMemory(derivU1); FreeAlignedMemory(texHoriz1); FreeAlignedMemory(colHoriz1); FreeAlignedMemory(posHoriz1); GEPatchPrimType prim_type = patch.primType; // Combine the vertices into triangles. for (int tile_v = 0; tile_v < tess_v; ++tile_v) { for (int tile_u = 0; tile_u < tess_u; ++tile_u) { int total = patch.index * (tess_u + 1) * (tess_v + 1); int idx0 = total + tile_v * (tess_u + 1) + tile_u; int idx1 = total + tile_v * (tess_u + 1) + tile_u + 1; int idx2 = total + (tile_v + 1) * (tess_u + 1) + tile_u; int idx3 = total + (tile_v + 1) * (tess_u + 1) + tile_u + 1; CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3); count += 6; } } dest += (tess_u + 1) * (tess_v + 1) * sizeof(SimpleVertex); } void TesselateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices) { switch (g_Config.iSplineBezierQuality) { case LOW_QUALITY: _BezierPatchLowQuality(dest, indices, count, tess_u, tess_v, patch, origVertType); break; case MEDIUM_QUALITY: _BezierPatchHighQuality(dest, indices, count, tess_u / 2, tess_v / 2, patch, origVertType, maxVertices); break; case HIGH_QUALITY: _BezierPatchHighQuality(dest, indices, count, tess_u, tess_v, patch, origVertType, maxVertices); break; } } const GEPrimitiveType primType[] = { GE_PRIM_TRIANGLES, GE_PRIM_LINES, GE_PRIM_POINTS }; void DrawEngineCommon::SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType) { PROFILE_THIS_SCOPE("spline"); DispatchFlush(); // TODO: Verify correct functionality with < 4. if (count_u < 4 || count_v < 4) return; u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; const u8* indices8 = (const u8*)indices; const u16* indices16 = (const u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound); // Simplify away bones and morph before proceeding SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12); u8 *temp_buffer = decoded + 65536 * 18; u32 origVertType = vertType; vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType); VertexDecoder *vdecoder = GetVertexDecoder(vertType); int vertexSize = vdecoder->VertexSize(); if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex)); } // TODO: Do something less idiotic to manage this buffer SimpleVertex **points = new SimpleVertex *[count_u * count_v]; // Make an array of pointers to the control points, to get rid of indices. for (int idx = 0; idx < count_u * count_v; idx++) { if (indices) points[idx] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]); else points[idx] = simplified_control_points + idx; } int count = 0; u8 *dest = splineBuffer; SplinePatchLocal patch; patch.tess_u = tess_u; patch.tess_v = tess_v; patch.type_u = type_u; patch.type_v = type_v; patch.count_u = count_u; patch.count_v = count_v; patch.points = points; patch.computeNormals = computeNormals; patch.primType = prim_type; patch.patchFacing = patchFacing; int maxVertexCount = SPLINE_BUFFER_SIZE / vertexSize; TesselateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertexCount); delete[] points; u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT; UVScale prevUVScale; if (g_Config.bPrescaleUV && (origVertType & GE_VTYPE_TC_MASK) != 0) { // We scaled during Normalize already so let's turn it off when drawing. prevUVScale = gstate_c.uv; gstate_c.uv.uScale = 1.0f; gstate_c.uv.vScale = 1.0f; gstate_c.uv.uOff = 0; gstate_c.uv.vOff = 0; } int bytesRead; DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead); DispatchFlush(); if (g_Config.bPrescaleUV && (origVertType & GE_VTYPE_TC_MASK) != 0) { gstate_c.uv = prevUVScale; } } void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType) { PROFILE_THIS_SCOPE("bezier"); DispatchFlush(); // Real hardware seems to draw nothing when given < 4 either U or V. if (count_u < 4 || count_v < 4) return; u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; const u8* indices8 = (const u8*)indices; const u16* indices16 = (const u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound); // Simplify away bones and morph before proceeding // There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great. SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12); u8 *temp_buffer = decoded + 65536 * 18; u32 origVertType = vertType; vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType); VertexDecoder *vdecoder = GetVertexDecoder(vertType); int vertexSize = vdecoder->VertexSize(); if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex)); } // Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing) int num_patches_u = (count_u - 1) / 3; int num_patches_v = (count_v - 1) / 3; BezierPatch* patches = new BezierPatch[num_patches_u * num_patches_v]; for (int patch_u = 0; patch_u < num_patches_u; patch_u++) { for (int patch_v = 0; patch_v < num_patches_v; patch_v++) { BezierPatch& patch = patches[patch_u + patch_v * num_patches_u]; for (int point = 0; point < 16; ++point) { int idx = (patch_u * 3 + point % 4) + (patch_v * 3 + point / 4) * count_u; if (indices) patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]); else patch.points[point] = simplified_control_points + idx; } patch.u_index = patch_u * 3; patch.v_index = patch_v * 3; patch.index = patch_v * num_patches_u + patch_u; patch.primType = prim_type; patch.computeNormals = computeNormals; patch.patchFacing = patchFacing; } } int count = 0; u8 *dest = splineBuffer; // Simple approximation of the real tesselation factor. // We shouldn't really split up into separate 4x4 patches, instead we should do something that works // like the splines, so we subdivide across the whole "mega-patch". if (num_patches_u == 0) num_patches_u = 1; if (num_patches_v == 0) num_patches_v = 1; if (tess_u < 4) tess_u = 4; if (tess_v < 4) tess_v = 4; u16 *inds = quadIndices_; int maxVertices = SPLINE_BUFFER_SIZE / vertexSize; for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) { BezierPatch& patch = patches[patch_idx]; TesselateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType, maxVertices); } delete[] patches; u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT; UVScale prevUVScale; if (g_Config.bPrescaleUV && (origVertType & GE_VTYPE_TC_MASK) != 0) { // We scaled during Normalize already so let's turn it off when drawing. prevUVScale = gstate_c.uv; gstate_c.uv.uScale = 1.0f; gstate_c.uv.vScale = 1.0f; gstate_c.uv.uOff = 0; gstate_c.uv.vOff = 0; } int bytesRead; DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &bytesRead); DispatchFlush(); if (g_Config.bPrescaleUV && (origVertType & GE_VTYPE_TC_MASK) != 0) { gstate_c.uv = prevUVScale; } }