ppsspp/GPU/Software/TransformUnit.cpp

617 lines
19 KiB
C++

// 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 <cmath>
#include "math/math_util.h"
#include "Common/MemoryUtil.h"
#include "Core/Config.h"
#include "GPU/GPUState.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/Software/TransformUnit.h"
#include "GPU/Software/Clipper.h"
#include "GPU/Software/Lighting.h"
#define TRANSFORM_BUF_SIZE (65536 * 48)
TransformUnit::TransformUnit() {
buf = (u8 *)AllocateMemoryPages(TRANSFORM_BUF_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
}
TransformUnit::~TransformUnit() {
FreeMemoryPages(buf, DECODED_VERTEX_BUFFER_SIZE);
}
SoftwareDrawEngine::SoftwareDrawEngine() {
// All this is a LOT of memory, need to see if we can cut down somehow. Used for splines.
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
}
SoftwareDrawEngine::~SoftwareDrawEngine() {
FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
}
void SoftwareDrawEngine::DispatchFlush() {
}
void SoftwareDrawEngine::DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int *bytesRead) {
transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this);
}
VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
const u32 vertTypeID = (vtype & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
return DrawEngineCommon::GetVertexDecoder(vertTypeID);
}
WorldCoords TransformUnit::ModelToWorld(const ModelCoords& coords)
{
Mat3x3<float> world_matrix(gstate.worldMatrix);
return WorldCoords(world_matrix * coords) + Vec3<float>(gstate.worldMatrix[9], gstate.worldMatrix[10], gstate.worldMatrix[11]);
}
WorldCoords TransformUnit::ModelToWorldNormal(const ModelCoords& coords)
{
Mat3x3<float> world_matrix(gstate.worldMatrix);
return WorldCoords(world_matrix * coords);
}
ViewCoords TransformUnit::WorldToView(const WorldCoords& coords)
{
Mat3x3<float> view_matrix(gstate.viewMatrix);
return ViewCoords(view_matrix * coords) + Vec3<float>(gstate.viewMatrix[9], gstate.viewMatrix[10], gstate.viewMatrix[11]);
}
ClipCoords TransformUnit::ViewToClip(const ViewCoords& coords)
{
Vec4<float> coords4(coords.x, coords.y, coords.z, 1.0f);
Mat4x4<float> projection_matrix(gstate.projMatrix);
return ClipCoords(projection_matrix * coords4);
}
static inline ScreenCoords ClipToScreenInternal(const ClipCoords& coords, bool *outside_range_flag) {
ScreenCoords ret;
// Parameters here can seem invalid, but the PSP is fine with negative viewport widths etc.
// The checking that OpenGL and D3D do is actually quite superflous as the calculations still "work"
// with some pretty crazy inputs, which PSP games are happy to do at times.
float xScale = gstate.getViewportXScale();
float xCenter = gstate.getViewportXCenter();
float yScale = gstate.getViewportYScale();
float yCenter = gstate.getViewportYCenter();
float zScale = gstate.getViewportZScale();
float zCenter = gstate.getViewportZCenter();
float x = coords.x * xScale / coords.w + xCenter;
float y = coords.y * yScale / coords.w + yCenter;
float z = coords.z * zScale / coords.w + zCenter;
// Account for rounding for X and Y.
// TODO: Validate actual rounding range.
const float SCREEN_BOUND = 4095.0f + (15.5f / 16.0f);
const float DEPTH_BOUND = 65535.5f;
// This matches hardware tests - depth is clamped when this flag is on.
if (gstate.isDepthClampEnabled()) {
// Note: if the depth is clamped, the outside_range_flag should NOT be set, even for x and y.
if (z < 0.f)
z = 0.f;
else if (z > 65535.0f)
z = 65535.0f;
else if (outside_range_flag && (x >= SCREEN_BOUND || y >= SCREEN_BOUND || x < 0 || y < 0))
*outside_range_flag = true;
} else if (outside_range_flag && (x > SCREEN_BOUND || y >= SCREEN_BOUND || x < 0 || y < 0 || z < 0 || z >= DEPTH_BOUND)) {
*outside_range_flag = true;
}
// 16 = 0xFFFF / 4095.9375
// Round up at 0.625 to the nearest subpixel.
return ScreenCoords(x * 16.0f + 0.375f, y * 16.0f + 0.375f, z);
}
ScreenCoords TransformUnit::ClipToScreen(const ClipCoords& coords)
{
return ClipToScreenInternal(coords, nullptr);
}
DrawingCoords TransformUnit::ScreenToDrawing(const ScreenCoords& coords)
{
DrawingCoords ret;
// TODO: What to do when offset > coord?
ret.x = ((s32)coords.x - gstate.getOffsetX16()) / 16;
ret.y = ((s32)coords.y - gstate.getOffsetY16()) / 16;
ret.z = coords.z;
return ret;
}
ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords& coords)
{
ScreenCoords ret;
ret.x = (u32)coords.x * 16 + gstate.getOffsetX16();
ret.y = (u32)coords.y * 16 + gstate.getOffsetY16();
ret.z = coords.z;
return ret;
}
VertexData TransformUnit::ReadVertex(VertexReader& vreader)
{
VertexData vertex;
float pos[3];
// VertexDecoder normally scales z, but we want it unscaled.
vreader.ReadPosThroughZ16(pos);
if (!gstate.isModeClear() && gstate.isTextureMapEnabled() && vreader.hasUV()) {
float uv[2];
vreader.ReadUV(uv);
vertex.texturecoords = Vec2<float>(uv[0], uv[1]);
}
if (vreader.hasNormal()) {
float normal[3];
vreader.ReadNrm(normal);
vertex.normal = Vec3<float>(normal[0], normal[1], normal[2]);
if (gstate.areNormalsReversed())
vertex.normal = -vertex.normal;
}
if (vertTypeIsSkinningEnabled(gstate.vertType) && !gstate.isModeThrough()) {
float W[8] = { 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f };
vreader.ReadWeights(W);
Vec3<float> tmppos(0.f, 0.f, 0.f);
Vec3<float> tmpnrm(0.f, 0.f, 0.f);
for (int i = 0; i < vertTypeGetNumBoneWeights(gstate.vertType); ++i) {
Mat3x3<float> bone(&gstate.boneMatrix[12*i]);
tmppos += (bone * ModelCoords(pos[0], pos[1], pos[2]) + Vec3<float>(gstate.boneMatrix[12*i+9], gstate.boneMatrix[12*i+10], gstate.boneMatrix[12*i+11])) * W[i];
if (vreader.hasNormal())
tmpnrm += (bone * vertex.normal) * W[i];
}
pos[0] = tmppos.x;
pos[1] = tmppos.y;
pos[2] = tmppos.z;
if (vreader.hasNormal())
vertex.normal = tmpnrm;
}
if (vreader.hasColor0()) {
float col[4];
vreader.ReadColor0(col);
vertex.color0 = Vec4<int>(col[0]*255, col[1]*255, col[2]*255, col[3]*255);
} else {
vertex.color0 = Vec4<int>(gstate.getMaterialAmbientR(), gstate.getMaterialAmbientG(), gstate.getMaterialAmbientB(), gstate.getMaterialAmbientA());
}
if (vreader.hasColor1()) {
float col[3];
vreader.ReadColor1(col);
vertex.color1 = Vec3<int>(col[0]*255, col[1]*255, col[2]*255);
} else {
vertex.color1 = Vec3<int>(0, 0, 0);
}
if (!gstate.isModeThrough()) {
vertex.modelpos = ModelCoords(pos[0], pos[1], pos[2]);
vertex.worldpos = WorldCoords(TransformUnit::ModelToWorld(vertex.modelpos));
ModelCoords viewpos = TransformUnit::WorldToView(vertex.worldpos);
vertex.clippos = ClipCoords(TransformUnit::ViewToClip(viewpos));
if (gstate.isFogEnabled()) {
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
// Same fixup as in ShaderManagerGLES.cpp
if (my_isnanorinf(fog_end)) {
// Not really sure what a sensible value might be, but let's try 64k.
fog_end = std::signbit(fog_end) ? -65535.0f : 65535.0f;
}
if (my_isnanorinf(fog_slope)) {
fog_slope = std::signbit(fog_slope) ? -65535.0f : 65535.0f;
}
vertex.fogdepth = (viewpos.z + fog_end) * fog_slope;
} else {
vertex.fogdepth = 1.0f;
}
vertex.screenpos = ClipToScreenInternal(vertex.clippos, &outside_range_flag);
if (vreader.hasNormal()) {
vertex.worldnormal = TransformUnit::ModelToWorldNormal(vertex.normal);
// TODO: Isn't there a flag that controls whether to normalize the normal?
vertex.worldnormal /= vertex.worldnormal.Length();
} else {
vertex.worldnormal = Vec3<float>(0.0f, 0.0f, 1.0f);
}
Lighting::Process(vertex, vreader.hasColor0());
} else {
vertex.screenpos.x = (int)(pos[0] * 16) + gstate.getOffsetX16();
vertex.screenpos.y = (int)(pos[1] * 16) + gstate.getOffsetY16();
vertex.screenpos.z = pos[2];
vertex.clippos.w = 1.f;
vertex.fogdepth = 1.f;
}
return vertex;
}
#define START_OPEN_U 1
#define END_OPEN_U 2
#define START_OPEN_V 4
#define END_OPEN_V 8
struct SplinePatch {
VertexData points[16];
int type;
int pad[3];
};
void TransformUnit::SubmitPrimitive(void* vertices, void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine)
{
VertexDecoder &vdecoder = *drawEngine->FindVertexDecoder(vertex_type);
const DecVtxFormat &vtxfmt = vdecoder.GetDecVtxFmt();
if (bytesRead)
*bytesRead = vertex_count * vdecoder.VertexSize();
// Frame skipping.
if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
return;
}
u16 index_lower_bound = 0;
u16 index_upper_bound = vertex_count - 1;
IndexConverter ConvertIndex(vertex_type, indices);
if (indices)
GetIndexBounds(indices, vertex_count, vertex_type, &index_lower_bound, &index_upper_bound);
vdecoder.DecodeVerts(buf, vertices, index_lower_bound, index_upper_bound);
VertexReader vreader(buf, vtxfmt, vertex_type);
const int max_vtcs_per_prim = 3;
static VertexData data[max_vtcs_per_prim];
// This is the index of the next vert in data (or higher, may need modulus.)
static int data_index = 0;
static GEPrimitiveType prev_prim = GE_PRIM_POINTS;
if (prim_type != GE_PRIM_KEEP_PREVIOUS) {
data_index = 0;
prev_prim = prim_type;
} else {
prim_type = prev_prim;
}
int vtcs_per_prim;
switch (prim_type) {
case GE_PRIM_POINTS: vtcs_per_prim = 1; break;
case GE_PRIM_LINES: vtcs_per_prim = 2; break;
case GE_PRIM_TRIANGLES: vtcs_per_prim = 3; break;
case GE_PRIM_RECTANGLES: vtcs_per_prim = 2; break;
default: vtcs_per_prim = 0; break;
}
// TODO: Do this in two passes - first process the vertices (before indexing/stripping),
// then resolve the indices. This lets us avoid transforming shared vertices twice.
switch (prim_type) {
case GE_PRIM_POINTS:
case GE_PRIM_LINES:
case GE_PRIM_TRIANGLES:
case GE_PRIM_RECTANGLES:
{
for (int vtx = 0; vtx < vertex_count; ++vtx) {
if (indices) {
vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
} else {
vreader.Goto(vtx);
}
data[data_index++] = ReadVertex(vreader);
if (data_index < vtcs_per_prim) {
// Keep reading. Note: an incomplete prim will stay read for GE_PRIM_KEEP_PREVIOUS.
continue;
}
// Okay, we've got enough verts. Reset the index for next time.
data_index = 0;
if (outside_range_flag) {
// Cull the prim if it was outside, and move to the next prim.
outside_range_flag = false;
continue;
}
switch (prim_type) {
case GE_PRIM_TRIANGLES:
{
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else if (!gstate.getCullMode()) {
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
}
break;
}
case GE_PRIM_RECTANGLES:
Clipper::ProcessRect(data[0], data[1]);
break;
case GE_PRIM_LINES:
Clipper::ProcessLine(data[0], data[1]);
break;
case GE_PRIM_POINTS:
Clipper::ProcessPoint(data[0]);
break;
default:
_dbg_assert_msg_(G3D, false, "Unexpected prim type: %d", prim_type);
}
}
break;
}
case GE_PRIM_LINE_STRIP:
{
// Don't draw a line when loading the first vertex.
// If data_index is 1 or 2, etc., it means we're continuing a line strip.
int skip_count = data_index == 0 ? 1 : 0;
for (int vtx = 0; vtx < vertex_count; ++vtx) {
if (indices) {
vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
} else {
vreader.Goto(vtx);
}
data[(data_index++) & 1] = ReadVertex(vreader);
if (outside_range_flag) {
// Drop all primitives containing the current vertex
skip_count = 2;
outside_range_flag = false;
continue;
}
if (skip_count) {
--skip_count;
} else {
// We already incremented data_index, so data_index & 1 is previous one.
Clipper::ProcessLine(data[data_index & 1], data[(data_index & 1) ^ 1]);
}
}
break;
}
case GE_PRIM_TRIANGLE_STRIP:
{
// Don't draw a triangle when loading the first two vertices.
int skip_count = data_index >= 2 ? 0 : 2 - data_index;
for (int vtx = 0; vtx < vertex_count; ++vtx) {
if (indices) {
vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
} else {
vreader.Goto(vtx);
}
data[(data_index++) % 3] = ReadVertex(vreader);
if (outside_range_flag) {
// Drop all primitives containing the current vertex
skip_count = 2;
outside_range_flag = false;
continue;
}
if (skip_count) {
--skip_count;
continue;
}
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
// We need to reverse the vertex order for each second primitive,
// but we additionally need to do that for every primitive if CCW cullmode is used.
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
}
}
break;
}
case GE_PRIM_TRIANGLE_FAN:
{
// Don't draw a triangle when loading the first two vertices.
// (this doesn't count the central one.)
int skip_count = data_index <= 1 ? 1 : 0;
int start_vtx = 0;
// Only read the central vertex if we're not continuing.
if (data_index == 0) {
if (indices) {
vreader.Goto(ConvertIndex(0) - index_lower_bound);
} else {
vreader.Goto(0);
}
data[0] = ReadVertex(vreader);
data_index++;
start_vtx = 1;
}
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
if (indices) {
vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
} else {
vreader.Goto(vtx);
}
data[2 - ((data_index++) % 2)] = ReadVertex(vreader);
if (outside_range_flag) {
// Drop all primitives containing the current vertex
skip_count = 2;
outside_range_flag = false;
continue;
}
if (skip_count) {
--skip_count;
continue;
}
if (!gstate.isCullEnabled() || gstate.isModeClear()) {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else if ((!gstate.getCullMode()) ^ ((data_index - 1) % 2)) {
// We need to reverse the vertex order for each second primitive,
// but we additionally need to do that for every primitive if CCW cullmode is used.
Clipper::ProcessTriangle(data[2], data[1], data[0]);
} else {
Clipper::ProcessTriangle(data[0], data[1], data[2]);
}
}
break;
}
default:
ERROR_LOG(G3D, "Unexpected prim type: %d", prim_type);
break;
}
GPUDebug::NotifyDraw();
}
// TODO: This probably is not the best interface.
// Also, we should try to merge this into the similar function in DrawEngineCommon.
bool TransformUnit::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
// This is always for the current vertices.
u16 indexLowerBound = 0;
u16 indexUpperBound = count - 1;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
const u16 *inds16 = (const u16 *)inds;
const u32 *inds32 = (const u32 *)inds;
if (inds) {
GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
indices.resize(count);
switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
case GE_VTYPE_IDX_8BIT:
for (int i = 0; i < count; ++i) {
indices[i] = inds[i];
}
break;
case GE_VTYPE_IDX_16BIT:
for (int i = 0; i < count; ++i) {
indices[i] = inds16[i];
}
break;
case GE_VTYPE_IDX_32BIT:
WARN_LOG_REPORT_ONCE(simpleIndexes32, G3D, "SimpleVertices: Decoding 32-bit indexes");
for (int i = 0; i < count; ++i) {
// These aren't documented and should be rare. Let's bounds check each one.
if (inds32[i] != (u16)inds32[i]) {
ERROR_LOG_REPORT_ONCE(simpleIndexes32Bounds, G3D, "SimpleVertices: Index outside 16-bit range");
}
indices[i] = (u16)inds32[i];
}
break;
}
} else {
indices.clear();
}
} else {
indices.clear();
}
static std::vector<u32> temp_buffer;
static std::vector<SimpleVertex> simpleVertices;
temp_buffer.resize(65536 * 24 / sizeof(u32));
simpleVertices.resize(indexUpperBound + 1);
VertexDecoder vdecoder;
VertexDecoderOptions options{};
vdecoder.SetVertexType(gstate.vertType, options);
DrawEngineCommon::NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), &vdecoder, indexLowerBound, indexUpperBound, gstate.vertType);
float world[16];
float view[16];
float worldview[16];
float worldviewproj[16];
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
Matrix4ByMatrix4(worldview, world, view);
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
vertices.resize(indexUpperBound + 1);
for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
const SimpleVertex &vert = simpleVertices[i];
if (gstate.isModeThrough()) {
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0];
vertices[i].v = vert.uv[1];
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
vertices[i].x = vert.pos.x;
vertices[i].y = vert.pos.y;
vertices[i].z = vert.pos.z;
if (gstate.vertType & GE_VTYPE_COL_MASK) {
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
} else {
memset(vertices[i].c, 0, sizeof(vertices[i].c));
}
} else {
float clipPos[4];
Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
ScreenCoords screenPos = ClipToScreen(clipPos);
DrawingCoords drawPos = ScreenToDrawing(screenPos);
if (gstate.vertType & GE_VTYPE_TC_MASK) {
vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
} else {
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
}
vertices[i].x = drawPos.x;
vertices[i].y = drawPos.y;
vertices[i].z = drawPos.z;
if (gstate.vertType & GE_VTYPE_COL_MASK) {
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
} else {
memset(vertices[i].c, 0, sizeof(vertices[i].c));
}
}
}
// The GE debugger expects these to be set.
gstate_c.curTextureWidth = gstate.getTextureWidth(0);
gstate_c.curTextureHeight = gstate.getTextureHeight(0);
return true;
}