ppsspp/GPU/Common/DrawEngineCommon.h

200 lines
6.4 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 <vector>
#include "Common/CommonTypes.h"
#include "Common/Data/Collections/Hashmaps.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/IndexGenerator.h"
#include "GPU/Common/VertexDecoderCommon.h"
class VertexDecoder;
enum {
VERTEX_BUFFER_MAX = 65536,
DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 64,
DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 16,
};
enum {
TEX_SLOT_PSP_TEXTURE = 0,
TEX_SLOT_SHADERBLEND_SRC = 1,
TEX_SLOT_ALPHATEST = 2,
TEX_SLOT_CLUT = 3,
TEX_SLOT_SPLINE_POINTS = 4,
TEX_SLOT_SPLINE_WEIGHTS_U = 5,
TEX_SLOT_SPLINE_WEIGHTS_V = 6,
};
inline uint32_t GetVertTypeID(uint32_t vertType, int uvGenMode) {
// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
// into the top of the verttype where there are unused bits.
return (vertType & 0xFFFFFF) | (uvGenMode << 24);
}
struct SimpleVertex;
namespace Spline { struct Weight2D; }
class TessellationDataTransfer {
public:
virtual ~TessellationDataTransfer() {}
void CopyControlPoints(float *pos, float *tex, float *col, int posStride, int texStride, int colStride, const SimpleVertex *const *points, int size, u32 vertType);
virtual void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) = 0;
};
class DrawEngineCommon {
public:
DrawEngineCommon();
virtual ~DrawEngineCommon();
void Init();
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
// Flush is normally non-virtual but here's a virtual way to call it, used by the shared spline code, which is expensive anyway.
// Not really sure if these wrappers are worth it...
virtual void DispatchFlush() = 0;
// This would seem to be unnecessary now, but is still required for splines/beziers to work in the software backend since SubmitPrim
// is different. Should probably refactor that.
// Note that vertTypeID should be computed using GetVertTypeID().
virtual void DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
SubmitPrim(verts, inds, prim, vertexCount, vertTypeID, cullMode, bytesRead);
}
virtual void DispatchSubmitImm(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
SubmitPrim(verts, inds, prim, vertexCount, vertTypeID, cullMode, bytesRead);
DispatchFlush();
}
bool TestBoundingBox(const void* control_points, int vertexCount, u32 vertType, int *bytesRead);
void SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
template<class Surface>
void SubmitCurve(const void *control_points, const void *indices, Surface &surface, u32 vertType, int *bytesRead, const char *scope);
void ClearSplineBezierWeights();
bool CanUseHardwareTransform(int prim);
bool CanUseHardwareTessellation(GEPatchPrimType prim);
std::vector<std::string> DebugGetVertexLoaderIDs();
std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType);
virtual void Resized();
bool IsCodePtrVertexDecoder(const u8 *ptr) const {
return decJitCache_->IsInSpace(ptr);
}
int GetNumDrawCalls() const {
return numDrawCalls;
}
VertexDecoder *GetVertexDecoder(u32 vtype);
protected:
virtual bool UpdateUseHWTessellation(bool enabled) { return enabled; }
virtual void ClearTrackedVertexArrays() {}
int ComputeNumVertsToDecode() const;
void DecodeVerts(u8 *dest);
// Preprocessing for spline/bezier
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize = nullptr);
// Utility for vertex caching
u32 ComputeMiniHash();
uint64_t ComputeHash();
// Vertex decoding
void DecodeVertsStep(u8 *dest, int &i, int &decodedVerts);
void ApplyFramebufferRead(bool *fboTexNeedsBind);
inline int IndexSize(u32 vtype) const {
const u32 indexType = (vtype & GE_VTYPE_IDX_MASK);
if (indexType == GE_VTYPE_IDX_16BIT) {
return 2;
} else if (indexType == GE_VTYPE_IDX_32BIT) {
return 4;
}
return 1;
}
bool useHWTransform_ = false;
bool useHWTessellation_ = false;
// Vertex collector buffers
u8 *decoded = nullptr;
u16 *decIndex = nullptr;
// Cached vertex decoders
u32 lastVType_ = -1;
DenseHashMap<u32, VertexDecoder *, nullptr> decoderMap_;
VertexDecoder *dec_ = nullptr;
VertexDecoderJitCache *decJitCache_ = nullptr;
VertexDecoderOptions decOptions_{};
TransformedVertex *transformed = nullptr;
TransformedVertex *transformedExpanded = nullptr;
// Defer all vertex decoding to a "Flush" (except when software skinning)
struct DeferredDrawCall {
const void *verts;
const void *inds;
u32 vertexCount;
u8 indexType;
s8 prim;
u8 cullMode;
u16 indexLowerBound;
u16 indexUpperBound;
UVScale uvScale;
};
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls = 0;
int vertexCountInDrawCalls_ = 0;
int decimationCounter_ = 0;
int decodeCounter_ = 0;
u32 dcid_ = 0;
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_ = 0;
GEPrimitiveType prevPrim_ = GE_PRIM_INVALID;
// Shader blending state
bool fboTexBound_ = false;
// Sometimes, unusual situations mean we need to reset dirty flags after state calc finishes.
uint64_t dirtyRequiresRecheck_ = 0;
ComputedPipelineState pipelineState_;
// Hardware tessellation
TessellationDataTransfer *tessDataTransfer;
};