// Copyright (c) 2012- 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/. #pragma once #include #include #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/IndexGenerator.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Directx9/PixelShaderGeneratorDX9.h" struct DecVtxFormat; namespace DX9 { class VSShader; class ShaderManagerDX9; class TextureCacheDX9; class FramebufferManagerDX9; // States transitions: // On creation: DRAWN_NEW // DRAWN_NEW -> DRAWN_HASHING // DRAWN_HASHING -> DRAWN_RELIABLE // DRAWN_HASHING -> DRAWN_UNRELIABLE // DRAWN_ONCE -> UNRELIABLE // DRAWN_RELIABLE -> DRAWN_SAFE // UNRELIABLE -> death // DRAWN_ONCE -> death // DRAWN_RELIABLE -> death enum { VAI_FLAG_VERTEXFULLALPHA = 1, }; // Avoiding the full include of TextureDecoder.h. #ifdef _M_X64 typedef u64 ReliableHashType; #else typedef u32 ReliableHashType; #endif // Try to keep this POD. class VertexArrayInfoDX9 { public: VertexArrayInfoDX9() { status = VAI_NEW; vbo = 0; ebo = 0; prim = GE_PRIM_INVALID; numDraws = 0; numFrames = 0; lastFrame = gpuStats.numFlips; numVerts = 0; drawsUntilNextFullHash = 0; flags = 0; } ~VertexArrayInfoDX9(); enum Status { VAI_NEW, VAI_HASHING, VAI_RELIABLE, // cache, don't hash VAI_UNRELIABLE, // never cache }; ReliableHashType hash; u32 minihash; Status status; LPDIRECT3DVERTEXBUFFER9 vbo; LPDIRECT3DINDEXBUFFER9 ebo; // Precalculated parameter for drawRangeElements u16 numVerts; u16 maxIndex; s8 prim; // ID information int numDraws; int numFrames; int lastFrame; // So that we can forget. u16 drawsUntilNextFullHash; u8 flags; }; // Handles transform, lighting and drawing. class TransformDrawEngineDX9 : public DrawEngineCommon { public: TransformDrawEngineDX9(); virtual ~TransformDrawEngineDX9(); void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, 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); void SetShaderManager(ShaderManagerDX9 *shaderManager) { shaderManager_ = shaderManager; } void SetTextureCache(TextureCacheDX9 *textureCache) { textureCache_ = textureCache; } void SetFramebufferManager(FramebufferManagerDX9 *fbManager) { framebufferManager_ = fbManager; } void InitDeviceObjects(); void DestroyDeviceObjects(); void GLLost() {}; void Resized(); // TODO: Call void DecimateTrackedVertexArrays(); void ClearTrackedVertexArrays(); void SetupVertexDecoder(u32 vertType); void SetupVertexDecoderInternal(u32 vertType); // This requires a SetupVertexDecoder call first. int EstimatePerVertexCost() { // TODO: This is transform cost, also account for rasterization cost somehow... although it probably // runs in parallel with transform. // Also, this is all pure guesswork. If we can find a way to do measurements, that would be great. // GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things // went too fast and starts doing all the work over again). int cost = 20; if (gstate.isLightingEnabled()) { cost += 10; for (int i = 0; i < 4; i++) { if (gstate.isLightChanEnabled(i)) cost += 10; } } if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) { cost += 20; } if (dec_ && dec_->morphcount > 1) { cost += 5 * dec_->morphcount; } return cost; } // So that this can be inlined void Flush() { if (!numDrawCalls) return; DoFlush(); } bool IsCodePtrVertexDecoder(const u8 *ptr) const; protected: // Preprocessing for spline/bezier virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) override; private: void DecodeVerts(); void DecodeVertsStep(); void DoFlush(); void ApplyDrawState(int prim); void ApplyDrawStateLate(); void ApplyBlendState(); void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil); bool ApplyShaderBlending(); inline void ResetShaderBlending(); IDirect3DVertexDeclaration9 *SetupDecFmtForDraw(VSShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt); u32 ComputeMiniHash(); ReliableHashType ComputeHash(); // Reads deferred vertex data. void MarkUnreliable(VertexArrayInfoDX9 *vai); VertexDecoder *GetVertexDecoder(u32 vtype); // Defer all vertex decoding to a Flush, so that we can hash and cache the // generated buffers without having to redecode them every time. struct DeferredDrawCall { void *verts; void *inds; u32 vertType; u8 indexType; u8 prim; u16 vertexCount; u16 indexLowerBound; u16 indexUpperBound; }; // Vertex collector state IndexGenerator indexGen; int decodedVerts_; GEPrimitiveType prevPrim_; // Cached vertex decoders std::unordered_map decoderMap_; VertexDecoder *dec_; VertexDecoderJitCache *decJitCache_; u32 lastVType_; TransformedVertex *transformed; TransformedVertex *transformedExpanded; std::unordered_map vai_; std::unordered_map vertexDeclMap_; // Fixed index buffer for easy quad generation from spline/bezier u16 *quadIndices_; // Other ShaderManagerDX9 *shaderManager_; TextureCacheDX9 *textureCache_; FramebufferManagerDX9 *framebufferManager_; enum { MAX_DEFERRED_DRAW_CALLS = 128 }; DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS]; int numDrawCalls; int vertexCountInDrawCalls; int decimationCounter_; int decodeCounter_; u32 dcid_; UVScale *uvScale; bool fboTexBound_; VertexDecoderOptions decOptions_; }; } // namespace