mirror of
https://github.com/hrydgard/ppsspp.git
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202 lines
7.2 KiB
C++
202 lines
7.2 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "GPU/GLES/TransformPipeline.h"
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#include "Core/Config.h"
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#include "Core/MemMap.h"
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#include "GPU/Math3D.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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// Here's how to evaluate them fast:
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// http://and-what-happened.blogspot.se/2012/07/evaluating-b-splines-aka-basis-splines.html
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u32 TransformDrawEngine::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
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const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
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VertexDecoder *dec = GetVertexDecoder(vertTypeID);
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return DrawEngineCommon::NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
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}
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void TransformDrawEngine::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType) {
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Flush();
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if (prim_type != GE_PATCHPRIM_TRIANGLES) {
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// Only triangles supported!
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return;
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}
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u16 index_lower_bound = 0;
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u16 index_upper_bound = count_u * count_v - 1;
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bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
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const u8* indices8 = (const u8*)indices;
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const u16* indices16 = (const u16*)indices;
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if (indices)
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GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);
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// Simplify away bones and morph before proceeding
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SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
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u8 *temp_buffer = decoded + 65536 * 24;
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u32 origVertType = vertType;
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vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);
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VertexDecoder *vdecoder = GetVertexDecoder(vertType);
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int vertexSize = vdecoder->VertexSize();
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if (vertexSize != sizeof(SimpleVertex)) {
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ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
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}
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const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt();
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// TODO: Do something less idiotic to manage this buffer
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SimpleVertex **points = new SimpleVertex *[count_u * count_v];
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// Make an array of pointers to the control points, to get rid of indices.
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for (int idx = 0; idx < count_u * count_v; idx++) {
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if (indices)
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points[idx] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]);
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else
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points[idx] = simplified_control_points + idx;
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}
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u8 *decoded2 = decoded + 65536 * 36;
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int count = 0;
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u8 *dest = decoded2;
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SplinePatchLocal patch;
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patch.type_u = type_u;
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patch.type_v = type_v;
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patch.count_u = count_u;
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patch.count_v = count_v;
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patch.points = points;
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TesselateSplinePatch(dest, count, patch, origVertType);
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delete[] points;
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u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
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UVScale prevUVScale;
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if (g_Config.bPrescaleUV) {
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// We scaled during Normalize already so let's turn it off when drawing.
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prevUVScale = gstate_c.uv;
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gstate_c.uv.uScale = 1.0f;
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gstate_c.uv.vScale = 1.0f;
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gstate_c.uv.uOff = 0;
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gstate_c.uv.vOff = 0;
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}
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SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, 0);
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Flush();
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if (g_Config.bPrescaleUV) {
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gstate_c.uv = prevUVScale;
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}
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}
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void TransformDrawEngine::SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType) {
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Flush();
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if (prim_type != GE_PATCHPRIM_TRIANGLES) {
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// Only triangles supported!
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return;
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}
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u16 index_lower_bound = 0;
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u16 index_upper_bound = count_u * count_v - 1;
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bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
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const u8* indices8 = (const u8*)indices;
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const u16* indices16 = (const u16*)indices;
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if (indices)
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GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);
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// Simplify away bones and morph before proceeding
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SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
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u8 *temp_buffer = decoded + 65536 * 24;
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u32 origVertType = vertType;
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vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);
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VertexDecoder *vdecoder = GetVertexDecoder(vertType);
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int vertexSize = vdecoder->VertexSize();
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if (vertexSize != sizeof(SimpleVertex)) {
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ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
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}
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const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt();
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// 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)
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int num_patches_u = (count_u - 1) / 3;
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int num_patches_v = (count_v - 1) / 3;
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BezierPatch* patches = new BezierPatch[num_patches_u * num_patches_v];
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for (int patch_u = 0; patch_u < num_patches_u; patch_u++) {
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for (int patch_v = 0; patch_v < num_patches_v; patch_v++) {
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BezierPatch& patch = patches[patch_u + patch_v * num_patches_u];
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for (int point = 0; point < 16; ++point) {
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int idx = (patch_u * 3 + point%4) + (patch_v * 3 + point/4) * count_u;
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if (indices)
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patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]);
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else
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patch.points[point] = simplified_control_points + idx;
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}
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patch.u_index = patch_u * 3;
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patch.v_index = patch_v * 3;
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}
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}
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u8 *decoded2 = decoded + 65536 * 36;
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int count = 0;
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u8 *dest = decoded2;
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// Simple approximation of the real tesselation factor.
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// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
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// like the splines, so we subdivide across the whole "mega-patch".
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if (num_patches_u == 0) num_patches_u = 1;
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if (num_patches_v == 0) num_patches_v = 1;
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int tess_u = gstate.getPatchDivisionU() / num_patches_u;
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int tess_v = gstate.getPatchDivisionV() / num_patches_v;
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if (tess_u < 4) tess_u = 4;
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if (tess_v < 4) tess_v = 4;
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for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
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BezierPatch& patch = patches[patch_idx];
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TesselateBezierPatch(dest, count, tess_u, tess_v, patch, origVertType);
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}
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delete[] patches;
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u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
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UVScale prevUVScale;
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if (g_Config.bPrescaleUV) {
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// We scaled during Normalize already so let's turn it off when drawing.
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prevUVScale = gstate_c.uv;
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gstate_c.uv.uScale = 1.0f;
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gstate_c.uv.vScale = 1.0f;
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gstate_c.uv.uOff = 0;
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gstate_c.uv.vOff = 0;
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}
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SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, 0);
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Flush();
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if (g_Config.bPrescaleUV) {
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gstate_c.uv = prevUVScale;
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}
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}
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