ppsspp/GPU/Directx9/DrawEngineDX9.cpp
2024-10-28 17:50:34 +01:00

430 lines
16 KiB
C++

// 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/.
#include <algorithm>
#include <wrl/client.h>
#include "Common/Log.h"
#include "Common/MemoryUtil.h"
#include "Common/TimeUtil.h"
#include "Core/MemMap.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "Common/GPU/D3D9/D3D9StateCache.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/DrawEngineDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/GPU_DX9.h"
using Microsoft::WRL::ComPtr;
static const D3DPRIMITIVETYPE d3d_prim[8] = {
// Points, which are expanded to triangles.
D3DPT_TRIANGLELIST,
// Lines and line strips, which are also expanded to triangles.
D3DPT_TRIANGLELIST,
D3DPT_TRIANGLELIST,
D3DPT_TRIANGLELIST,
D3DPT_TRIANGLESTRIP,
D3DPT_TRIANGLEFAN,
// Rectangles, which are expanded to triangles.
D3DPT_TRIANGLELIST,
};
static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
{0, 0}, // invalid
{1, 0}, // 1 = D3DPT_POINTLIST,
{2, 0}, // 2 = D3DPT_LINELIST,
{2, 1}, // 3 = D3DPT_LINESTRIP,
{3, 0}, // 4 = D3DPT_TRIANGLELIST,
{1, 2}, // 5 = D3DPT_TRIANGLESTRIP,
{1, 2}, // 6 = D3DPT_TRIANGLEFAN,
};
inline int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1];
}
enum {
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
};
static const D3DVERTEXELEMENT9 TransformedVertexElements[] = {
{ 0, offsetof(TransformedVertex, pos), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, offsetof(TransformedVertex, uv), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
{ 0, offsetof(TransformedVertex, color0), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, offsetof(TransformedVertex, color1), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
{ 0, offsetof(TransformedVertex, fog), D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
D3DDECL_END()
};
DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) : draw_(draw), vertexDeclMap_(64) {
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
decOptions_.expandAllWeightsToFloat = true;
decOptions_.expand8BitNormalsToFloat = true;
InitDeviceObjects();
tessDataTransferDX9 = new TessellationDataTransferDX9();
tessDataTransfer = tessDataTransferDX9;
device_->CreateVertexDeclaration(TransformedVertexElements, &transformedVertexDecl_);
}
DrawEngineDX9::~DrawEngineDX9() {
DestroyDeviceObjects();
vertexDeclMap_.Clear();
delete tessDataTransferDX9;
}
void DrawEngineDX9::InitDeviceObjects() {
draw_->SetInvalidationCallback(std::bind(&DrawEngineDX9::Invalidate, this, std::placeholders::_1));
}
void DrawEngineDX9::DestroyDeviceObjects() {
if (draw_) {
draw_->SetInvalidationCallback(InvalidationCallback());
}
ClearTrackedVertexArrays();
}
struct DeclTypeInfo {
u32 type;
const char * name;
};
static const DeclTypeInfo VComp[] = {
{ 0, "NULL" }, // DEC_NONE,
{ D3DDECLTYPE_FLOAT1, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1,
{ D3DDECLTYPE_FLOAT2, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2,
{ D3DDECLTYPE_FLOAT3, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3,
{ D3DDECLTYPE_FLOAT4, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4,
{ 0, "UNUSED" }, // DEC_S8_3,
{ D3DDECLTYPE_SHORT4N, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3,
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1,
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2,
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3,
{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4,
{0, "UNUSED_DEC_U16_1" }, // DEC_U16_1,
{0, "UNUSED_DEC_U16_2" }, // DEC_U16_2,
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
};
static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) {
memset(VertexElement, 0, sizeof(D3DVERTEXELEMENT9));
VertexElement->Offset = offset;
VertexElement->Type = VComp[fmt].type;
VertexElement->Usage = usage;
VertexElement->UsageIndex = usage_index;
}
HRESULT DrawEngineDX9::SetupDecFmtForDraw(const DecVtxFormat &decFmt, u32 pspFmt, IDirect3DVertexDeclaration9 **ppVertextDeclaration) {
ComPtr<IDirect3DVertexDeclaration9> vertexDeclCached;
if (vertexDeclMap_.Get(pspFmt, &vertexDeclCached)) {
*ppVertextDeclaration = vertexDeclCached.Detach();
return S_OK;
} else {
D3DVERTEXELEMENT9 VertexElements[8];
D3DVERTEXELEMENT9 *VertexElement = &VertexElements[0];
// Vertices Elements orders
// WEIGHT
if (decFmt.w0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, D3DDECLUSAGE_TEXCOORD, 1);
VertexElement++;
}
if (decFmt.w1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, D3DDECLUSAGE_TEXCOORD, 2);
VertexElement++;
}
// TC
if (decFmt.uvfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, D3DDECLUSAGE_TEXCOORD, 0);
VertexElement++;
}
// COLOR
if (decFmt.c0fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, D3DDECLUSAGE_COLOR, 0);
VertexElement++;
}
// Never used ?
if (decFmt.c1fmt != 0) {
VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, D3DDECLUSAGE_COLOR, 1);
VertexElement++;
}
// NORMAL
if (decFmt.nrmfmt != 0) {
VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, D3DDECLUSAGE_NORMAL, 0);
VertexElement++;
}
// POSITION
// Always
VertexAttribSetup(VertexElement, DecVtxFormat::PosFmt(), decFmt.posoff, D3DDECLUSAGE_POSITION, 0);
VertexElement++;
// End
D3DVERTEXELEMENT9 end = D3DDECL_END();
memcpy(VertexElement, &end, sizeof(D3DVERTEXELEMENT9));
// Create declaration
ComPtr<IDirect3DVertexDeclaration9> pHardwareVertexDecl;
HRESULT hr = device_->CreateVertexDeclaration( VertexElements, &pHardwareVertexDecl );
if (FAILED(hr)) {
ERROR_LOG(Log::G3D, "Failed to create vertex declaration!");
}
// Add it to map
vertexDeclMap_.Insert(pspFmt, pHardwareVertexDecl);
*ppVertextDeclaration = pHardwareVertexDecl.Detach();
return hr;
}
}
static uint32_t SwapRB(uint32_t c) {
return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
}
void DrawEngineDX9::BeginFrame() {
lastRenderStepId_ = -1;
}
// In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor.
void DrawEngineDX9::Invalidate(InvalidationCallbackFlags flags) {
if (flags & InvalidationCallbackFlags::RENDER_PASS_STATE) {
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
}
}
// The inline wrapper in the header checks for numDrawCalls_ == 0
void DrawEngineDX9::DoFlush() {
bool textureNeedsApply = false;
if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
textureNeedsApply = true;
} else if (gstate.getTextureAddress(0) == (gstate.getFrameBufRawAddress() | 0x04000000)) {
// This catches the case of clearing a texture. (#10957)
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
GEPrimitiveType prim = prevPrim_;
// Always use software for flat shading to fix the provoking index.
bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE;
bool useHWTransform = CanUseHardwareTransform(prim) && (tess || gstate.getShadeMode() != GE_SHADE_FLAT);
if (useHWTransform) {
LPDIRECT3DVERTEXBUFFER9 vb_ = nullptr;
LPDIRECT3DINDEXBUFFER9 ib_ = nullptr;
int vertexCount;
int maxIndex;
bool useElements;
DecodeVerts(decoded_);
DecodeIndsAndGetData(&prim, &vertexCount, &maxIndex, &useElements, false);
gpuStats.numUncachedVertsDrawn += vertexCount;
_dbg_assert_((int)prim > 0);
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
} else {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
}
if (textureNeedsApply) {
textureCache_->ApplyTexture();
}
ApplyDrawState(prim);
ApplyDrawStateLate();
VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, dec_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
ComPtr<IDirect3DVertexDeclaration9> pHardwareVertexDecl;
SetupDecFmtForDraw(dec_->GetDecVtxFmt(), dec_->VertexType(), &pHardwareVertexDecl);
if (pHardwareVertexDecl) {
device_->SetVertexDeclaration(pHardwareVertexDecl.Get());
if (vb_ == NULL) {
if (useElements) {
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, numDecodedVerts_, D3DPrimCount(d3d_prim[prim], vertexCount), decIndex_, D3DFMT_INDEX16, decoded_, dec_->GetDecVtxFmt().stride);
} else {
device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], vertexCount), decoded_, dec_->GetDecVtxFmt().stride);
}
} else {
device_->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride);
if (useElements) {
device_->SetIndices(ib_);
device_->DrawIndexedPrimitive(d3d_prim[prim], 0, 0, numDecodedVerts_, 0, D3DPrimCount(d3d_prim[prim], vertexCount));
} else {
device_->DrawPrimitive(d3d_prim[prim], 0, D3DPrimCount(d3d_prim[prim], vertexCount));
}
}
}
} else {
if (!decOptions_.applySkinInDecode) {
decOptions_.applySkinInDecode = true;
lastVType_ |= (1 << 26);
dec_ = GetVertexDecoder(lastVType_);
}
DecodeVerts(decoded_);
int vertexCount = DecodeInds();
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
if (gstate.isModeThrough()) {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
} else {
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
}
gpuStats.numUncachedVertsDrawn += vertexCount;
prim = IndexGenerator::GeneralPrim((GEPrimitiveType)drawInds_[0].prim);
VERBOSE_LOG(Log::G3D, "Flush prim %i SW! %i verts in one go", prim, vertexCount);
u16 *inds = decIndex_;
SoftwareTransformResult result{};
SoftwareTransformParams params{};
params.decoded = decoded_;
params.transformed = transformed_;
params.transformedExpanded = transformedExpanded_;
params.fbman = framebufferManager_;
params.texCache = textureCache_;
params.allowClear = true;
params.allowSeparateAlphaClear = false;
params.flippedY = false;
params.usesHalfZ = true;
if (gstate.getShadeMode() == GE_SHADE_FLAT) {
// We need to rotate the index buffer to simulate a different provoking vertex.
// We do this before line expansion etc.
int indexCount = RemainingIndices(inds);
IndexBufferProvokingLastToFirst(prim, inds, vertexCount);
}
// We need correct viewport values in gstate_c already.
if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) {
ViewportAndScissor vpAndScissor;
ConvertViewportAndScissor(framebufferManager_->UseBufferedRendering(),
framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(),
framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(),
vpAndScissor);
UpdateCachedViewportState(vpAndScissor);
}
int maxIndex = numDecodedVerts_;
SoftwareTransform swTransform(params);
// Half pixel offset hack.
float xOffset = -1.0f / gstate_c.curRTRenderWidth;
float yOffset = 1.0f / gstate_c.curRTRenderHeight;
const Lin::Vec3 trans(gstate_c.vpXOffset + xOffset, -gstate_c.vpYOffset + yOffset, gstate_c.vpZOffset * 0.5f + 0.5f);
const Lin::Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, gstate_c.vpHeight > 0, trans, scale);
swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result);
// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
result.action = SW_NOT_READY;
if (textureNeedsApply) {
gstate_c.pixelMapped = result.pixelMapped;
textureCache_->ApplyTexture();
gstate_c.pixelMapped = false;
}
ApplyDrawState(prim);
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
ApplyDrawStateLate();
VSShader *vshader = shaderManager_->ApplyShader(false, false, dec_, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
if (result.action == SW_DRAW_INDEXED) {
if (result.setStencil) {
dxstate.stencilFunc.set(D3DCMP_ALWAYS);
dxstate.stencilRef.set(result.stencilValue);
dxstate.stencilCompareMask.set(255);
}
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
// Might help for text drawing.
device_->SetVertexDeclaration(transformedVertexDecl_.Get());
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, numDecodedVerts_, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
} else if (result.action == SW_CLEAR) {
u32 clearColor = result.color;
float clearDepth = result.depth;
int mask = gstate.isClearModeColorMask() ? D3DCLEAR_TARGET : 0;
if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL;
if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER;
if (mask & D3DCLEAR_TARGET) {
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
}
device_->Clear(0, NULL, mask, SwapRB(clearColor), clearDepth, clearColor >> 24);
if (gstate_c.Use(GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate_c.framebufFormat == GE_FORMAT_565)) {
int scissorX1 = gstate.getScissorX1();
int scissorY1 = gstate.getScissorY1();
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning;
}
ResetAfterDrawInline();
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
GPUDebug::NotifyDraw();
}
void TessellationDataTransferDX9::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) {
// TODO
}