ppsspp/GPU/Common/SplineCommon.h
Unknown W. Brackets e82fd3bd33 GPU: Avoid spline crashes on bad data.
If we get 0 prims, we can generate confusing index bounds and go out of
bounds.  Similarly, if we get a crazy number of control points and fail to
allocate, we can crash.
2022-01-01 16:40:59 -08:00

257 lines
6.9 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/.
#pragma once
#include <unordered_map>
#include "Common/CommonTypes.h"
#include "Common/Swap.h"
#include "GPU/Math3D.h"
#include "GPU/ge_constants.h"
#include "Core/Config.h"
#define HALF_CEIL(x) (x + 1) / 2 // Integer ceil = (int)ceil((float)x / 2.0f)
// PSP compatible format so we can use the end of the pipeline in beziers etc
struct SimpleVertex {
float uv[2];
union {
u8 color[4];
u32_le color_32;
};
Vec3Packedf nrm;
Vec3Packedf pos;
};
class SimpleBufferManager;
namespace Spline {
void BuildIndex(u16 *indices, int &count, int num_u, int num_v, GEPatchPrimType prim_type, int total = 0);
enum SplineQuality {
LOW_QUALITY = 0,
MEDIUM_QUALITY = 1,
HIGH_QUALITY = 2,
};
class Bezier3DWeight;
class Spline3DWeight;
// We decode all vertices into a common format for easy interpolation and stuff.
// Not fast but can be optimized later.
struct SurfaceInfo {
int tess_u, tess_v;
int num_points_u, num_points_v;
int num_patches_u, num_patches_v;
int type_u, type_v;
GEPatchPrimType primType;
bool patchFacing;
void Init() {
// If specified as 0, uses 1.
if (tess_u < 1) tess_u = 1;
if (tess_v < 1) tess_v = 1;
switch (g_Config.iSplineBezierQuality) {
case LOW_QUALITY:
tess_u = 2;
tess_v = 2;
break;
case MEDIUM_QUALITY:
// Don't cut below 2, though.
if (tess_u > 2) tess_u = HALF_CEIL(tess_u);
if (tess_v > 2) tess_v = HALF_CEIL(tess_v);
break;
}
}
};
struct BezierSurface : public SurfaceInfo {
using WeightType = Bezier3DWeight;
int num_verts_per_patch;
void Init(int maxVertices) {
SurfaceInfo::Init();
// Downsample until it fits, in case crazy tessellation factors are sent.
while ((tess_u + 1) * (tess_v + 1) * num_patches_u * num_patches_v > maxVertices) {
tess_u--;
tess_v--;
}
num_verts_per_patch = (tess_u + 1) * (tess_v + 1);
}
int GetTessStart(int patch) const { return 0; }
int GetPointIndex(int patch_u, int patch_v) const { return patch_v * 3 * num_points_u + patch_u * 3; }
int GetIndexU(int patch_u, int tile_u) const { return tile_u; }
int GetIndexV(int patch_v, int tile_v) const { return tile_v; }
int GetIndex(int index_u, int index_v, int patch_u, int patch_v) const {
int patch_index = patch_v * num_patches_u + patch_u;
return index_v * (tess_u + 1) + index_u + num_verts_per_patch * patch_index;
}
void BuildIndex(u16 *indices, int &count) const {
for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) {
for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) {
int patch_index = patch_v * num_patches_u + patch_u;
int total = patch_index * num_verts_per_patch;
Spline::BuildIndex(indices + count, count, tess_u, tess_v, primType, total);
}
}
}
};
struct SplineSurface : public SurfaceInfo {
using WeightType = Spline3DWeight;
int num_vertices_u;
void Init(int maxVertices) {
SurfaceInfo::Init();
// Downsample until it fits, in case crazy tessellation factors are sent.
while ((num_patches_u * tess_u + 1) * (num_patches_v * tess_v + 1) > maxVertices) {
tess_u--;
tess_v--;
}
num_vertices_u = num_patches_u * tess_u + 1;
}
int GetTessStart(int patch) const { return (patch == 0) ? 0 : 1; }
int GetPointIndex(int patch_u, int patch_v) const { return patch_v * num_points_u + patch_u; }
int GetIndexU(int patch_u, int tile_u) const { return patch_u * tess_u + tile_u; }
int GetIndexV(int patch_v, int tile_v) const { return patch_v * tess_v + tile_v; }
int GetIndex(int index_u, int index_v, int patch_u, int patch_v) const {
return index_v * num_vertices_u + index_u;
}
void BuildIndex(u16 *indices, int &count) const {
Spline::BuildIndex(indices, count, num_patches_u * tess_u, num_patches_v * tess_v, primType);
}
};
struct Weight {
float basis[4], deriv[4];
};
template<class T>
class WeightCache : public T {
private:
std::unordered_map<u32, Weight*> weightsCache;
public:
Weight* operator [] (u32 key) {
Weight *&weights = weightsCache[key];
if (!weights)
weights = T::CalcWeightsAll(key);
return weights;
}
void Clear() {
for (auto it : weightsCache)
delete[] it.second;
weightsCache.clear();
}
};
struct Weight2D {
const Weight *u, *v;
int size_u, size_v;
template<class T>
Weight2D(WeightCache<T> &cache, u32 key_u, u32 key_v) {
u = cache[key_u];
v = (key_u != key_v) ? cache[key_v] : u; // Use same weights if u == v
}
};
struct ControlPoints {
Vec3f *pos = nullptr;
Vec2f *tex = nullptr;
Vec4f *col = nullptr;
u32_le defcolor;
ControlPoints() {}
ControlPoints(const SimpleVertex *const *points, int size, SimpleBufferManager &managedBuf);
void Convert(const SimpleVertex *const *points, int size);
bool IsValid() const {
return pos && tex && col;
}
};
struct OutputBuffers {
SimpleVertex *vertices;
u16 *indices;
int count;
};
template<class Surface>
void SoftwareTessellation(OutputBuffers &output, const Surface &surface, u32 origVertType, const ControlPoints &points);
} // namespace Spline
// Define function object for TemplateParameterDispatcher
#define TEMPLATE_PARAMETER_DISPATCHER_FUNCTION(NAME, FUNCNAME, FUNCTYPE) \
struct NAME { \
template<bool ...Params> \
static FUNCTYPE GetFunc() { \
return &FUNCNAME<Params...>; \
} \
};
template<typename Func, int NumParams, class Dispatcher>
class TemplateParameterDispatcher {
/* Store all combinations of template functions into an array */
template<int LoopCount, int Index = 0, bool ...Params>
struct Initializer {
static void Init(Func funcs[]) {
Initializer<LoopCount - 1, (Index << 1) + 1, true, Params...>::Init(funcs); // true
Initializer<LoopCount - 1, (Index << 1) + 0, false, Params...>::Init(funcs); // false
}
};
/* Specialized for terminates the recursive loop */
template<int Index, bool ...Params>
struct Initializer<0, Index, Params...> {
static void Init(Func funcs[]) {
funcs[Index] = Dispatcher::template GetFunc<Params...>(); // Resolve the nested dependent name as template function.
}
};
private:
Func funcs[1 << NumParams]; /* Function pointers array */
public:
TemplateParameterDispatcher() {
Initializer<NumParams>::Init(funcs);
}
Func GetFunc(const bool params[]) const {
/* Convert bool parameters to index of the array */
int index = 0;
for (int i = 0; i < NumParams; ++i)
index |= params[i] << i;
return funcs[index];
}
};