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https://github.com/hrydgard/ppsspp.git
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49f6c461ad
Particularly in Common, avoid including Core/Reporting.h.
691 lines
24 KiB
C++
691 lines
24 KiB
C++
// Copyright (c) 2012- 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 <algorithm>
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#include "Common/Log.h"
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#include "Common/MemoryUtil.h"
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#include "Common/TimeUtil.h"
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#include "Core/MemMap.h"
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#include "Core/System.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "Common/GPU/D3D9/D3D9StateCache.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "GPU/Debugger/Debugger.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/GPU_DX9.h"
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static const D3DPRIMITIVETYPE d3d_prim[8] = {
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// Points, which are expanded to triangles.
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D3DPT_TRIANGLELIST,
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// Lines and line strips, which are also expanded to triangles.
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D3DPT_TRIANGLELIST,
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D3DPT_TRIANGLELIST,
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D3DPT_TRIANGLELIST,
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D3DPT_TRIANGLESTRIP,
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D3DPT_TRIANGLEFAN,
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// Rectangles, which are expanded to triangles.
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D3DPT_TRIANGLELIST,
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};
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static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
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{0, 0}, // invalid
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{1, 0}, // 1 = D3DPT_POINTLIST,
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{2, 0}, // 2 = D3DPT_LINELIST,
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{2, 1}, // 3 = D3DPT_LINESTRIP,
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{3, 0}, // 4 = D3DPT_TRIANGLELIST,
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{1, 2}, // 5 = D3DPT_TRIANGLESTRIP,
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{1, 2}, // 6 = D3DPT_TRIANGLEFAN,
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};
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inline int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
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return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1];
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}
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enum {
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TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
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};
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#define VERTEXCACHE_DECIMATION_INTERVAL 17
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enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
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static const D3DVERTEXELEMENT9 TransformedVertexElements[] = {
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{ 0, offsetof(TransformedVertex, pos), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, offsetof(TransformedVertex, uv), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, offsetof(TransformedVertex, color0), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, offsetof(TransformedVertex, color1), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
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{ 0, offsetof(TransformedVertex, fog), D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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D3DDECL_END()
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};
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DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) : draw_(draw), vai_(256), vertexDeclMap_(64) {
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device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
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decOptions_.expandAllWeightsToFloat = true;
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decOptions_.expand8BitNormalsToFloat = true;
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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// Allocate nicely aligned memory. Maybe graphics drivers will
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// appreciate it.
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// All this is a LOT of memory, need to see if we can cut down somehow.
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decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
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indexGen.Setup(decIndex);
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InitDeviceObjects();
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tessDataTransferDX9 = new TessellationDataTransferDX9();
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tessDataTransfer = tessDataTransferDX9;
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device_->CreateVertexDeclaration(TransformedVertexElements, &transformedVertexDecl_);
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}
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DrawEngineDX9::~DrawEngineDX9() {
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if (transformedVertexDecl_) {
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transformedVertexDecl_->Release();
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}
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DestroyDeviceObjects();
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FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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vertexDeclMap_.Iterate([&](const uint32_t &key, IDirect3DVertexDeclaration9 *decl) {
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if (decl) {
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decl->Release();
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}
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});
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vertexDeclMap_.Clear();
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delete tessDataTransferDX9;
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}
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void DrawEngineDX9::InitDeviceObjects() {
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draw_->SetInvalidationCallback(std::bind(&DrawEngineDX9::Invalidate, this, std::placeholders::_1));
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}
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void DrawEngineDX9::DestroyDeviceObjects() {
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draw_->SetInvalidationCallback(InvalidationCallback());
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ClearTrackedVertexArrays();
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}
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struct DeclTypeInfo {
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u32 type;
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const char * name;
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};
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static const DeclTypeInfo VComp[] = {
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{ 0, "NULL" }, // DEC_NONE,
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{ D3DDECLTYPE_FLOAT1, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1,
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{ D3DDECLTYPE_FLOAT2, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2,
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{ D3DDECLTYPE_FLOAT3, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3,
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{ D3DDECLTYPE_FLOAT4, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4,
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{ 0, "UNUSED" }, // DEC_S8_3,
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{ D3DDECLTYPE_SHORT4N, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4,
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{0, "UNUSED_DEC_U16_1" }, // DEC_U16_1,
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{0, "UNUSED_DEC_U16_2" }, // DEC_U16_2,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
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};
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static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) {
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memset(VertexElement, 0, sizeof(D3DVERTEXELEMENT9));
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VertexElement->Offset = offset;
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VertexElement->Type = VComp[fmt].type;
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VertexElement->Usage = usage;
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VertexElement->UsageIndex = usage_index;
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}
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IDirect3DVertexDeclaration9 *DrawEngineDX9::SetupDecFmtForDraw(VSShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt) {
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IDirect3DVertexDeclaration9 *vertexDeclCached = vertexDeclMap_.Get(pspFmt);
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if (vertexDeclCached) {
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return vertexDeclCached;
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} else {
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D3DVERTEXELEMENT9 VertexElements[8];
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D3DVERTEXELEMENT9 *VertexElement = &VertexElements[0];
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// Vertices Elements orders
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// WEIGHT
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if (decFmt.w0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, D3DDECLUSAGE_TEXCOORD, 1);
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VertexElement++;
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}
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if (decFmt.w1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, D3DDECLUSAGE_TEXCOORD, 2);
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VertexElement++;
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}
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// TC
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if (decFmt.uvfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, D3DDECLUSAGE_TEXCOORD, 0);
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VertexElement++;
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}
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// COLOR
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if (decFmt.c0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, D3DDECLUSAGE_COLOR, 0);
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VertexElement++;
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}
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// Never used ?
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if (decFmt.c1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, D3DDECLUSAGE_COLOR, 1);
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VertexElement++;
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}
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// NORMAL
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if (decFmt.nrmfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, D3DDECLUSAGE_NORMAL, 0);
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VertexElement++;
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}
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// POSITION
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// Always
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VertexAttribSetup(VertexElement, decFmt.posfmt, decFmt.posoff, D3DDECLUSAGE_POSITION, 0);
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VertexElement++;
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// End
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D3DVERTEXELEMENT9 end = D3DDECL_END();
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memcpy(VertexElement, &end, sizeof(D3DVERTEXELEMENT9));
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// Create declaration
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IDirect3DVertexDeclaration9 *pHardwareVertexDecl = nullptr;
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HRESULT hr = device_->CreateVertexDeclaration( VertexElements, &pHardwareVertexDecl );
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if (FAILED(hr)) {
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ERROR_LOG(G3D, "Failed to create vertex declaration!");
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pHardwareVertexDecl = nullptr;
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}
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// Add it to map
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vertexDeclMap_.Insert(pspFmt, pHardwareVertexDecl);
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return pHardwareVertexDecl;
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}
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}
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void DrawEngineDX9::MarkUnreliable(VertexArrayInfoDX9 *vai) {
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vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
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if (vai->vbo) {
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vai->vbo->Release();
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vai->vbo = nullptr;
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}
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if (vai->ebo) {
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vai->ebo->Release();
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vai->ebo = nullptr;
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}
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}
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void DrawEngineDX9::ClearTrackedVertexArrays() {
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vai_.Iterate([&](uint32_t hash, VertexArrayInfoDX9 *vai) {
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delete vai;
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});
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vai_.Clear();
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}
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void DrawEngineDX9::DecimateTrackedVertexArrays() {
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if (--decimationCounter_ <= 0) {
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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} else {
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return;
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}
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const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
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int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
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vai_.Iterate([&](uint32_t hash, VertexArrayInfoDX9 *vai) {
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bool kill;
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if (vai->status == VertexArrayInfoDX9::VAI_UNRELIABLE) {
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// We limit killing unreliable so we don't rehash too often.
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kill = vai->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
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} else {
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kill = vai->lastFrame < threshold;
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}
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if (kill) {
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delete vai;
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vai_.Remove(hash);
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}
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});
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vai_.Maintain();
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// Enable if you want to see vertex decoders in the log output. Need a better way.
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#if 0
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char buffer[16384];
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for (std::map<u32, VertexDecoder*>::iterator dec = decoderMap_.begin(); dec != decoderMap_.end(); ++dec) {
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char *ptr = buffer;
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ptr += dec->second->ToString(ptr);
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// *ptr++ = '\n';
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NOTICE_LOG(G3D, buffer);
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}
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#endif
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}
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VertexArrayInfoDX9::~VertexArrayInfoDX9() {
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if (vbo) {
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vbo->Release();
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}
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if (ebo) {
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ebo->Release();
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}
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}
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static uint32_t SwapRB(uint32_t c) {
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return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000);
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}
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void DrawEngineDX9::BeginFrame() {
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gpuStats.numTrackedVertexArrays = (int)vai_.size();
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DecimateTrackedVertexArrays();
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lastRenderStepId_ = -1;
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}
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// In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor.
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void DrawEngineDX9::Invalidate(InvalidationCallbackFlags flags) {
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if (flags & InvalidationCallbackFlags::RENDER_PASS_STATE) {
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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}
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}
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// The inline wrapper in the header checks for numDrawCalls == 0
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void DrawEngineDX9::DoFlush() {
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gpuStats.numFlushes++;
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bool textureNeedsApply = false;
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if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
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textureCache_->SetTexture();
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gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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textureNeedsApply = true;
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} else if (gstate.getTextureAddress(0) == (gstate.getFrameBufRawAddress() | 0x04000000)) {
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// This catches the case of clearing a texture. (#10957)
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gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
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}
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GEPrimitiveType prim = prevPrim_;
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// Always use software for flat shading to fix the provoking index.
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bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE;
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bool useHWTransform = CanUseHardwareTransform(prim) && (tess || gstate.getShadeMode() != GE_SHADE_FLAT);
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if (useHWTransform) {
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LPDIRECT3DVERTEXBUFFER9 vb_ = NULL;
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LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
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int vertexCount = 0;
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int maxIndex = 0;
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bool useElements = true;
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// Cannot cache vertex data with morph enabled.
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bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
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// Also avoid caching when software skinning.
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if (decOptions_.applySkinInDecode && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
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useCache = false;
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if (useCache) {
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u32 id = dcid_ ^ gstate.getUVGenMode(); // This can have an effect on which UV decoder we need to use! And hence what the decoded data will look like. See #9263
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VertexArrayInfoDX9 *vai = vai_.Get(id);
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if (!vai) {
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vai = new VertexArrayInfoDX9();
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vai_.Insert(id, vai);
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}
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switch (vai->status) {
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case VertexArrayInfoDX9::VAI_NEW:
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{
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// Haven't seen this one before.
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uint64_t dataHash = ComputeHash();
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vai->hash = dataHash;
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vai->minihash = ComputeMiniHash();
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vai->status = VertexArrayInfoDX9::VAI_HASHING;
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vai->drawsUntilNextFullHash = 0;
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DecodeVerts(decoded); // writes to indexGen
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vai->numVerts = indexGen.VertexCount();
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vai->prim = indexGen.Prim();
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vai->maxIndex = indexGen.MaxIndex();
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vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
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goto rotateVBO;
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}
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// Hashing - still gaining confidence about the buffer.
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// But if we get this far it's likely to be worth creating a vertex buffer.
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case VertexArrayInfoDX9::VAI_HASHING:
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{
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vai->numDraws++;
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if (vai->lastFrame != gpuStats.numFlips) {
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vai->numFrames++;
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}
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if (vai->drawsUntilNextFullHash == 0) {
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// Let's try to skip a full hash if mini would fail.
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const u32 newMiniHash = ComputeMiniHash();
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uint64_t newHash = vai->hash;
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if (newMiniHash == vai->minihash) {
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newHash = ComputeHash();
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}
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if (newMiniHash != vai->minihash || newHash != vai->hash) {
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MarkUnreliable(vai);
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DecodeVerts(decoded);
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goto rotateVBO;
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}
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if (vai->numVerts > 64) {
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// exponential backoff up to 16 draws, then every 24
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vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
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} else {
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// Lower numbers seem much more likely to change.
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vai->drawsUntilNextFullHash = 0;
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}
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// TODO: tweak
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//if (vai->numFrames > 1000) {
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// vai->status = VertexArrayInfo::VAI_RELIABLE;
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//}
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} else {
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vai->drawsUntilNextFullHash--;
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u32 newMiniHash = ComputeMiniHash();
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if (newMiniHash != vai->minihash) {
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MarkUnreliable(vai);
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DecodeVerts(decoded);
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goto rotateVBO;
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}
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}
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if (vai->vbo == 0) {
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DecodeVerts(decoded);
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vai->numVerts = indexGen.VertexCount();
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vai->prim = indexGen.Prim();
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vai->maxIndex = indexGen.MaxIndex();
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vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
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useElements = !indexGen.SeenOnlyPurePrims();
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if (!useElements && indexGen.PureCount()) {
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vai->numVerts = indexGen.PureCount();
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}
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_dbg_assert_msg_(gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching.");
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void * pVb;
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u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
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device_->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);
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vai->vbo->Lock(0, size, &pVb, 0);
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memcpy(pVb, decoded, size);
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vai->vbo->Unlock();
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|
if (useElements) {
|
|
void * pIb;
|
|
u32 size = sizeof(short) * indexGen.VertexCount();
|
|
device_->CreateIndexBuffer(size, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
|
|
vai->ebo->Lock(0, size, &pIb, 0);
|
|
memcpy(pIb, decIndex, size);
|
|
vai->ebo->Unlock();
|
|
} else {
|
|
vai->ebo = 0;
|
|
}
|
|
} else {
|
|
gpuStats.numCachedDrawCalls++;
|
|
useElements = vai->ebo ? true : false;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
}
|
|
vb_ = vai->vbo;
|
|
ib_ = vai->ebo;
|
|
vertexCount = vai->numVerts;
|
|
maxIndex = vai->maxIndex;
|
|
prim = static_cast<GEPrimitiveType>(vai->prim);
|
|
break;
|
|
}
|
|
|
|
// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
|
|
case VertexArrayInfoDX9::VAI_RELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
gpuStats.numCachedDrawCalls++;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
vb_ = vai->vbo;
|
|
ib_ = vai->ebo;
|
|
|
|
vertexCount = vai->numVerts;
|
|
|
|
maxIndex = vai->maxIndex;
|
|
prim = static_cast<GEPrimitiveType>(vai->prim);
|
|
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
break;
|
|
}
|
|
|
|
case VertexArrayInfoDX9::VAI_UNRELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
DecodeVerts(decoded);
|
|
goto rotateVBO;
|
|
}
|
|
}
|
|
|
|
vai->lastFrame = gpuStats.numFlips;
|
|
} else {
|
|
DecodeVerts(decoded);
|
|
rotateVBO:
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
vertexCount = indexGen.VertexCount();
|
|
maxIndex = indexGen.MaxIndex();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vertexCount = indexGen.PureCount();
|
|
}
|
|
prim = indexGen.Prim();
|
|
}
|
|
|
|
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_, lastVType_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_);
|
|
IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
|
|
|
|
if (pHardwareVertexDecl) {
|
|
device_->SetVertexDeclaration(pHardwareVertexDecl);
|
|
if (vb_ == NULL) {
|
|
if (useElements) {
|
|
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex + 1, 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, maxIndex + 1, 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);
|
|
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 += indexGen.VertexCount();
|
|
prim = indexGen.Prim();
|
|
// Undo the strip optimization, not supported by the SW code yet.
|
|
if (prim == GE_PRIM_TRIANGLE_STRIP)
|
|
prim = GE_PRIM_TRIANGLES;
|
|
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.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.provokeFlatFirst = true;
|
|
params.flippedY = false;
|
|
params.usesHalfZ = true;
|
|
|
|
// 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 = indexGen.MaxIndex();
|
|
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.Decode(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), maxIndex, &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 (result.action == SW_NOT_READY) {
|
|
swTransform.DetectOffsetTexture(maxIndex);
|
|
}
|
|
|
|
if (textureNeedsApply)
|
|
textureCache_->ApplyTexture();
|
|
|
|
ApplyDrawState(prim);
|
|
|
|
if (result.action == SW_NOT_READY)
|
|
swTransform.BuildDrawingParams(prim, indexGen.VertexCount(), dec_->VertexType(), inds, maxIndex, &result);
|
|
if (result.setSafeSize)
|
|
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
|
|
|
|
ApplyDrawStateLate();
|
|
|
|
VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
|
|
|
|
if (result.action == SW_DRAW_PRIMITIVES) {
|
|
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_);
|
|
if (result.drawIndexed) {
|
|
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex));
|
|
} else {
|
|
device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], result.drawNumTrans), 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;
|
|
}
|
|
|
|
gpuStats.numDrawCalls += numDrawCalls;
|
|
gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
|
|
|
|
indexGen.Reset();
|
|
decodedVerts_ = 0;
|
|
numDrawCalls = 0;
|
|
vertexCountInDrawCalls_ = 0;
|
|
decodeCounter_ = 0;
|
|
dcid_ = 0;
|
|
gstate_c.vertexFullAlpha = true;
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
|
|
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
|
|
gstate_c.vertBounds.minU = 512;
|
|
gstate_c.vertBounds.minV = 512;
|
|
gstate_c.vertBounds.maxU = 0;
|
|
gstate_c.vertBounds.maxV = 0;
|
|
|
|
GPUDebug::NotifyDraw();
|
|
}
|
|
|
|
void TessellationDataTransferDX9::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) {
|
|
// TODO
|
|
}
|