mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
9e41fafd0d
Buildfixing Move some file util files Buildfix Move KeyMap.cpp/h to Core where they belong better. libretro buildfix attempt Move ini_file More buildfixes
678 lines
21 KiB
C++
678 lines
21 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 <algorithm>
|
|
|
|
#include "Common/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"
|
|
#include "GPU/Software/RasterizerRectangle.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 cullMode, int *bytesRead) {
|
|
_assert_msg_(cullMode == gstate.getCullMode(), "Mixed cull mode not supported.");
|
|
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);
|
|
vertex.worldnormal /= vertex.worldnormal.Length();
|
|
} else {
|
|
vertex.worldnormal = Vec3<float>(0.0f, 0.0f, 1.0f);
|
|
}
|
|
|
|
// Time to generate some texture coords. Lighting will handle shade mapping.
|
|
if (gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX) {
|
|
Vec3f source;
|
|
switch (gstate.getUVProjMode()) {
|
|
case GE_PROJMAP_POSITION:
|
|
source = vertex.modelpos;
|
|
break;
|
|
|
|
case GE_PROJMAP_UV:
|
|
source = Vec3f(vertex.texturecoords, 0.0f);
|
|
break;
|
|
|
|
case GE_PROJMAP_NORMALIZED_NORMAL:
|
|
source = vertex.normal.Normalized();
|
|
break;
|
|
|
|
case GE_PROJMAP_NORMAL:
|
|
source = vertex.normal;
|
|
break;
|
|
|
|
default:
|
|
source = Vec3f::AssignToAll(0.0f);
|
|
ERROR_LOG_REPORT(G3D, "Software: Unsupported UV projection mode %x", gstate.getUVProjMode());
|
|
break;
|
|
}
|
|
|
|
// TODO: What about uv scale and offset?
|
|
Mat3x3<float> tgen(gstate.tgenMatrix);
|
|
Vec3<float> stq = tgen * source + Vec3<float>(gstate.tgenMatrix[9], gstate.tgenMatrix[10], gstate.tgenMatrix[11]);
|
|
float z_recip = 1.0f / stq.z;
|
|
vertex.texturecoords = Vec2f(stq.x * z_recip, stq.y * z_recip);
|
|
}
|
|
|
|
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);
|
|
|
|
static VertexData data[4]; // Normally max verts per prim is 3, but we temporarily need 4 to detect rectangles from strips.
|
|
// 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], data[2]);
|
|
Clipper::ProcessTriangle(data[2], data[1], data[0], data[2]);
|
|
} else if (!gstate.getCullMode()) {
|
|
Clipper::ProcessTriangle(data[2], data[1], data[0], data[2]);
|
|
} else {
|
|
Clipper::ProcessTriangle(data[0], data[1], data[2], 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_(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;
|
|
|
|
// If index count == 4, check if we can convert to a rectangle.
|
|
// This is for Darkstalkers (and should speed up many 2D games).
|
|
if (vertex_count == 4 && gstate.isModeThrough()) {
|
|
for (int vtx = 0; vtx < 4; ++vtx) {
|
|
if (indices) {
|
|
vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
|
|
}
|
|
else {
|
|
vreader.Goto(vtx);
|
|
}
|
|
data[vtx] = ReadVertex(vreader);
|
|
}
|
|
|
|
// If a strip is effectively a rectangle, draw it as such!
|
|
if (Rasterizer::DetectRectangleFromThroughModeStrip(data)) {
|
|
Clipper::ProcessRect(data[0], data[3]);
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int vtx = 0; vtx < vertex_count; ++vtx) {
|
|
if (indices) {
|
|
vreader.Goto(ConvertIndex(vtx) - index_lower_bound);
|
|
} else {
|
|
vreader.Goto(vtx);
|
|
}
|
|
|
|
int provoking_index = (data_index++) % 3;
|
|
data[provoking_index] = 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], data[provoking_index]);
|
|
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index]);
|
|
} 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], data[provoking_index]);
|
|
} else {
|
|
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index]);
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
|
|
int provoking_index = 2 - ((data_index++) % 2);
|
|
data[provoking_index] = 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], data[provoking_index]);
|
|
Clipper::ProcessTriangle(data[2], data[1], data[0], data[provoking_index]);
|
|
} 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], data[provoking_index]);
|
|
} else {
|
|
Clipper::ProcessTriangle(data[0], data[1], data[2], data[provoking_index]);
|
|
}
|
|
}
|
|
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 (count > 0 && (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(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32));
|
|
simpleVertices.resize(indexUpperBound + 1);
|
|
|
|
VertexDecoder vdecoder;
|
|
VertexDecoderOptions options{};
|
|
vdecoder.SetVertexType(gstate.vertType, options);
|
|
|
|
if (!Memory::IsValidRange(gstate_c.vertexAddr, (indexUpperBound + 1) * vdecoder.VertexSize()))
|
|
return false;
|
|
|
|
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;
|
|
}
|