ppsspp/GPU/Common/SoftwareTransformCommon.cpp
2017-02-10 10:26:18 +01:00

572 lines
19 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 "math/math_util.h"
#include "gfx_es2/gpu_features.h"
#include "Core/Config.h"
#include "GPU/GPUState.h"
#include "GPU/Math3D.h"
#include "GPU/Common/FramebufferCommon.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Common/TextureCacheCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
// This is the software transform pipeline, which is necessary for supporting RECT
// primitives correctly without geometry shaders, and may be easier to use for
// debugging than the hardware transform pipeline.
// There's code here that simply expands transformed RECTANGLES into plain triangles.
// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0 or DX9.
// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
// this code.
// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
// space and thus make decent use of hardware transform.
// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
//
// The verts are in the order: BR BL TL TR
static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
float tempu = a.u;
float tempv = a.v;
a.u = b.u;
a.v = b.v;
b.u = tempu;
b.v = tempv;
}
// 2 3 3 2 0 3 2 1
// to to or
// 1 0 0 1 1 2 3 0
// Note: 0 is BR and 2 is TL.
static void RotateUV(TransformedVertex v[4], float flippedMatrix[16], float ySign) {
// Transform these two coordinates to figure out whether they're flipped or not.
Vec4f tl;
Vec3ByMatrix44(tl.AsArray(), v[2].pos, flippedMatrix);
Vec4f br;
Vec3ByMatrix44(br.AsArray(), v[0].pos, flippedMatrix);
const float invtlw = 1.0f / tl.w;
const float invbrw = 1.0f / br.w;
const float x1 = tl.x * invtlw;
const float x2 = br.x * invbrw;
const float y1 = tl.y * invtlw * ySign;
const float y2 = br.y * invbrw * ySign;
if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
SwapUVs(v[1], v[3]);
}
static void RotateUVThrough(TransformedVertex v[4]) {
float x1 = v[2].x;
float x2 = v[0].x;
float y1 = v[2].y;
float y2 = v[0].y;
if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
SwapUVs(v[1], v[3]);
}
// Clears on the PSP are best done by drawing a series of vertical strips
// in clear mode. This tries to detect that.
static bool IsReallyAClear(const TransformedVertex *transformed, int numVerts, float x2, float y2) {
if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
return false;
// Color and Z are decided by the second vertex, so only need to check those for matching color.
u32 matchcolor = transformed[1].color0_32;
float matchz = transformed[1].z;
for (int i = 1; i < numVerts; i++) {
if ((i & 1) == 0) {
// Top left of a rectangle
if (transformed[i].y != 0.0f)
return false;
if (i > 0 && transformed[i].x != transformed[i - 1].x)
return false;
} else {
if (transformed[i].color0_32 != matchcolor || transformed[i].z != matchz)
return false;
// Bottom right
if (transformed[i].y < y2)
return false;
if (transformed[i].x <= transformed[i - 1].x)
return false;
}
}
// The last vertical strip often extends outside the drawing area.
if (transformed[numVerts - 1].x < x2)
return false;
return true;
}
void SoftwareTransform(
int prim, int vertexCount, u32 vertType, u16 *&inds, int indexType,
const DecVtxFormat &decVtxFormat, int &maxIndex, TransformedVertex *&drawBuffer, int &numTrans, bool &drawIndexed, const SoftwareTransformParams *params, SoftwareTransformResult *result) {
u8 *decoded = params->decoded;
FramebufferManagerCommon *fbman = params->fbman;
TextureCacheCommon *texCache = params->texCache;
TransformedVertex *transformed = params->transformed;
TransformedVertex *transformedExpanded = params->transformedExpanded;
float ySign = 1.0f;
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
#if defined(MOBILE_DEVICE)
if (vertexCount > 0x10000/3)
vertexCount = 0x10000/3;
#endif
float uscale = 1.0f;
float vscale = 1.0f;
if (throughmode) {
uscale /= gstate_c.curTextureWidth;
vscale /= gstate_c.curTextureHeight;
}
bool skinningEnabled = vertTypeIsSkinningEnabled(vertType);
const int w = gstate.getTextureWidth(0);
const int h = gstate.getTextureHeight(0);
float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
Lighter lighter(vertType);
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
// Same fixup as in ShaderManager.cpp
if (my_isinf(fog_slope)) {
// not really sure what a sensible value might be.
fog_slope = fog_slope < 0.0f ? -10000.0f : 10000.0f;
}
if (my_isnan(fog_slope)) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fog_end = 100000.0f;
fog_slope = 1.0f;
}
VertexReader reader(decoded, decVtxFormat, vertType);
if (throughmode) {
for (int index = 0; index < maxIndex; index++) {
// Do not touch the coordinates or the colors. No lighting.
reader.Goto(index);
// TODO: Write to a flexible buffer, we don't always need all four components.
TransformedVertex &vert = transformed[index];
reader.ReadPos(vert.pos);
if (reader.hasColor0()) {
reader.ReadColor0_8888(vert.color0);
} else {
vert.color0_32 = gstate.getMaterialAmbientRGBA();
}
if (reader.hasUV()) {
reader.ReadUV(vert.uv);
vert.u *= uscale;
vert.v *= vscale;
} else {
vert.u = 0.0f;
vert.v = 0.0f;
}
// Ignore color1 and fog, never used in throughmode anyway.
// The w of uv is also never used (hardcoded to 1.0.)
}
} else {
// Okay, need to actually perform the full transform.
for (int index = 0; index < maxIndex; index++) {
reader.Goto(index);
float v[3] = {0, 0, 0};
Vec4f c0 = Vec4f(1, 1, 1, 1);
Vec4f c1 = Vec4f(0, 0, 0, 0);
float uv[3] = {0, 0, 1};
float fogCoef = 1.0f;
// We do software T&L for now
float out[3];
float pos[3];
Vec3f normal(0, 0, 1);
Vec3f worldnormal(0, 0, 1);
reader.ReadPos(pos);
if (!skinningEnabled) {
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
reader.ReadNrm(normal.AsArray());
if (gstate.areNormalsReversed()) {
normal = -normal;
}
Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
worldnormal = worldnormal.Normalized();
}
} else {
float weights[8];
reader.ReadWeights(weights);
if (reader.hasNormal())
reader.ReadNrm(normal.AsArray());
// Skinning
Vec3f psum(0, 0, 0);
Vec3f nsum(0, 0, 0);
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
if (weights[i] != 0.0f) {
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
Vec3f tpos(out);
psum += tpos * weights[i];
if (reader.hasNormal()) {
Vec3f norm;
Norm3ByMatrix43(norm.AsArray(), normal.AsArray(), gstate.boneMatrix+i*12);
nsum += norm * weights[i];
}
}
}
// Yes, we really must multiply by the world matrix too.
Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
if (reader.hasNormal()) {
normal = nsum;
if (gstate.areNormalsReversed()) {
normal = -normal;
}
Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
worldnormal = worldnormal.Normalized();
}
}
// Perform lighting here if enabled. don't need to check through, it's checked above.
Vec4f unlitColor = Vec4f(1, 1, 1, 1);
if (reader.hasColor0()) {
reader.ReadColor0(&unlitColor.x);
} else {
unlitColor = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
}
if (gstate.isLightingEnabled()) {
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, worldnormal);
// Don't ignore gstate.lmode - we should send two colors in that case
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j];
}
if (lmode) {
// Separate colors
for (int j = 0; j < 4; j++) {
c1[j] = litColor1[j];
}
} else {
// Summed color into c0 (will clamp in ToRGBA().)
for (int j = 0; j < 4; j++) {
c0[j] += litColor1[j];
}
}
} else {
if (reader.hasColor0()) {
for (int j = 0; j < 4; j++) {
c0[j] = unlitColor[j];
}
} else {
c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
}
if (lmode) {
// c1 is already 0.
}
}
float ruv[2] = {0.0f, 0.0f};
if (reader.hasUV())
reader.ReadUV(ruv);
// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
switch (gstate.getUVGenMode()) {
case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
// We always prescale in the vertex decoder now.
uv[0] = ruv[0];
uv[1] = ruv[1];
uv[2] = 1.0f;
break;
case GE_TEXMAP_TEXTURE_MATRIX:
{
// Projection mapping
Vec3f source;
switch (gstate.getUVProjMode()) {
case GE_PROJMAP_POSITION: // Use model space XYZ as source
source = pos;
break;
case GE_PROJMAP_UV: // Use unscaled UV as source
source = Vec3f(ruv[0], ruv[1], 0.0f);
break;
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
source = normal.Normalized();
if (!reader.hasNormal()) {
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
}
break;
case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
source = normal;
if (!reader.hasNormal()) {
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
}
break;
}
float uvw[3];
Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
uv[0] = uvw[0];
uv[1] = uvw[1];
uv[2] = uvw[2];
}
break;
case GE_TEXMAP_ENVIRONMENT_MAP:
// Shade mapping - use two light sources to generate U and V.
{
Vec3f lightpos0 = Vec3f(&lighter.lpos[gstate.getUVLS0() * 3]).Normalized();
Vec3f lightpos1 = Vec3f(&lighter.lpos[gstate.getUVLS1() * 3]).Normalized();
uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f;
uv[1] = (1.0f + Dot(lightpos1, worldnormal))/2.0f;
uv[2] = 1.0f;
}
break;
default:
// Illegal
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
break;
}
uv[0] = uv[0] * widthFactor;
uv[1] = uv[1] * heightFactor;
// Transform the coord by the view matrix.
Vec3ByMatrix43(v, out, gstate.viewMatrix);
fogCoef = (v[2] + fog_end) * fog_slope;
// TODO: Write to a flexible buffer, we don't always need all four components.
memcpy(&transformed[index].x, v, 3 * sizeof(float));
transformed[index].fog = fogCoef;
memcpy(&transformed[index].u, uv, 3 * sizeof(float));
transformed[index].color0_32 = c0.ToRGBA();
transformed[index].color1_32 = c1.ToRGBA();
// The multiplication by the projection matrix is still performed in the vertex shader.
// So is vertex depth rounding, to simulate the 16-bit depth buffer.
}
}
// Here's the best opportunity to try to detect rectangles used to clear the screen, and
// replace them with real clears. This can provide a speedup on certain mobile chips.
//
// An alternative option is to simply ditch all the verts except the first and last to create a single
// rectangle out of many. Quite a small optimization though.
// Experiment: Disable on PowerVR (see issue #6290)
// TODO: This bleeds outside the play area in non-buffered mode. Big deal? Probably not.
bool reallyAClear = false;
if (maxIndex > 1 && prim == GE_PRIM_RECTANGLES && gstate.isModeClear()) {
int scissorX2 = gstate.getScissorX2() + 1;
int scissorY2 = gstate.getScissorY2() + 1;
reallyAClear = IsReallyAClear(transformed, maxIndex, scissorX2, scissorY2);
}
if (reallyAClear && gl_extensions.gpuVendor != GPU_VENDOR_POWERVR) {
// If alpha is not allowed to be separate, it must match for both depth/stencil and color. Vulkan requires this.
bool alphaMatchesColor = gstate.isClearModeColorMask() == gstate.isClearModeAlphaMask();
bool depthMatchesStencil = gstate.isClearModeAlphaMask() == gstate.isClearModeDepthMask();
if (params->allowSeparateAlphaClear || (alphaMatchesColor && depthMatchesStencil)) {
result->color = transformed[1].color0_32;
// Need to rescale from a [0, 1] float. This is the final transformed value.
result->depth = ToScaledDepth((s16)(int)(transformed[1].z * 65535.0f));
result->action = SW_CLEAR;
return;
}
}
// This means we're using a framebuffer (and one that isn't big enough.)
if (gstate_c.curTextureHeight < (u32)h && maxIndex >= 2) {
// Even if not rectangles, this will detect if either of the first two are outside the framebuffer.
// HACK: Adding one pixel margin to this detection fixes issues in Assassin's Creed : Bloodlines,
// while still keeping BOF working (see below).
const float invTexH = 1.0f / gstate_c.curTextureHeight; // size of one texel.
bool tlOutside;
bool tlAlmostOutside;
bool brOutside;
// If we're outside heightFactor, then v must be wrapping or clamping. Avoid this workaround.
// If we're <= 1.0f, we're inside the framebuffer (workaround not needed.)
// We buffer that 1.0f a little more with a texel to avoid some false positives.
tlOutside = transformed[0].v <= heightFactor && transformed[0].v > 1.0f + invTexH;
brOutside = transformed[1].v <= heightFactor && transformed[1].v > 1.0f + invTexH;
// Careful: if br is outside, but tl is well inside, this workaround still doesn't make sense.
// We go with halfway, since we overestimate framebuffer heights sometimes but not by much.
tlAlmostOutside = transformed[0].v <= heightFactor && transformed[0].v >= 0.5f;
if (tlOutside || (brOutside && tlAlmostOutside)) {
// Okay, so we're texturing from outside the framebuffer, but inside the texture height.
// Breath of Fire 3 does this to access a render surface at an offset.
const u32 bpp = fbman->GetTargetFormat() == GE_FORMAT_8888 ? 4 : 2;
const u32 prevH = texCache->AttachedDrawingHeight();
const u32 fb_size = bpp * fbman->GetTargetStride() * prevH;
const u32 prevYOffset = gstate_c.curTextureYOffset;
if (texCache->SetOffsetTexture(fb_size)) {
const float oldWidthFactor = widthFactor;
const float oldHeightFactor = heightFactor;
widthFactor = (float) w / (float) gstate_c.curTextureWidth;
heightFactor = (float) h / (float) gstate_c.curTextureHeight;
// We've already baked in the old gstate_c.curTextureYOffset, so correct.
const float yDiff = (float) (prevH + prevYOffset - gstate_c.curTextureYOffset) / (float) h;
for (int index = 0; index < maxIndex; ++index) {
transformed[index].u *= widthFactor / oldWidthFactor;
// Inverse it back to scale to the new FBO, and add 1.0f to account for old FBO.
transformed[index].v = (transformed[index].v / oldHeightFactor - yDiff) * heightFactor;
}
}
}
}
// Step 2: expand rectangles.
drawBuffer = transformed;
numTrans = 0;
drawIndexed = false;
if (prim != GE_PRIM_RECTANGLES) {
// We can simply draw the unexpanded buffer.
numTrans = vertexCount;
drawIndexed = true;
} else {
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if (useBufferedRendering)
ySign = -ySign;
float flippedMatrix[16];
if (!throughmode) {
memcpy(&flippedMatrix, gstate.projMatrix, 16 * sizeof(float));
const bool invertedY = useBufferedRendering ? (gstate_c.vpHeight < 0) : (gstate_c.vpHeight > 0);
if (invertedY) {
flippedMatrix[1] = -flippedMatrix[1];
flippedMatrix[5] = -flippedMatrix[5];
flippedMatrix[9] = -flippedMatrix[9];
flippedMatrix[13] = -flippedMatrix[13];
}
const bool invertedX = gstate_c.vpWidth < 0;
if (invertedX) {
flippedMatrix[0] = -flippedMatrix[0];
flippedMatrix[4] = -flippedMatrix[4];
flippedMatrix[8] = -flippedMatrix[8];
flippedMatrix[12] = -flippedMatrix[12];
}
}
//rectangles always need 2 vertices, disregard the last one if there's an odd number
vertexCount = vertexCount & ~1;
numTrans = 0;
drawBuffer = transformedExpanded;
TransformedVertex *trans = &transformedExpanded[0];
const u16 *indsIn = (const u16 *)inds;
u16 *newInds = inds + vertexCount;
u16 *indsOut = newInds;
maxIndex = 4 * vertexCount;
for (int i = 0; i < vertexCount; i += 2) {
const TransformedVertex &transVtxTL = transformed[indsIn[i + 0]];
const TransformedVertex &transVtxBR = transformed[indsIn[i + 1]];
// We have to turn the rectangle into two triangles, so 6 points.
// This is 4 verts + 6 indices.
// bottom right
trans[0] = transVtxBR;
// top right
trans[1] = transVtxBR;
trans[1].y = transVtxTL.y;
trans[1].v = transVtxTL.v;
// top left
trans[2] = transVtxBR;
trans[2].x = transVtxTL.x;
trans[2].y = transVtxTL.y;
trans[2].u = transVtxTL.u;
trans[2].v = transVtxTL.v;
// bottom left
trans[3] = transVtxBR;
trans[3].x = transVtxTL.x;
trans[3].u = transVtxTL.u;
// That's the four corners. Now process UV rotation.
if (throughmode)
RotateUVThrough(trans);
else
RotateUV(trans, flippedMatrix, ySign);
// Triangle: BR-TR-TL
indsOut[0] = i * 2 + 0;
indsOut[1] = i * 2 + 1;
indsOut[2] = i * 2 + 2;
// Triangle: BL-BR-TL
indsOut[3] = i * 2 + 3;
indsOut[4] = i * 2 + 0;
indsOut[5] = i * 2 + 2;
trans += 4;
indsOut += 6;
numTrans += 6;
}
inds = newInds;
drawIndexed = true;
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
// Might want to reconsider the order of things later...
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
result->setStencil = true;
if (vertexCount > 1) {
// Take the bottom right alpha value of the first rect as the stencil value.
// Technically, each rect could individually fill its stencil, but most of the
// time they use the same one.
result->stencilValue = transformed[indsIn[1]].color0[3];
} else {
result->stencilValue = 0;
}
}
}
result->action = SW_DRAW_PRIMITIVES;
}