ppsspp/GPU/GLES/DrawEngineGLES.cpp
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

745 lines
27 KiB
C++

// Copyright (c) 2012- 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 <algorithm>
#include "Common/MemoryUtil.h"
#include "Common/TimeUtil.h"
#include "Core/MemMap.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "Core/Config.h"
#include "Core/CoreTiming.h"
#include "Common/GPU/OpenGL/GLDebugLog.h"
#include "Common/Profiler/Profiler.h"
#include "GPU/Math3D.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/GLES/FragmentTestCacheGLES.h"
#include "GPU/GLES/StateMappingGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
const GLuint glprim[8] = {
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_TRIANGLES,
// Rectangles need to be expanded into triangles.
};
enum {
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
};
#define VERTEXCACHE_DECIMATION_INTERVAL 17
#define VERTEXCACHE_NAME_DECIMATION_INTERVAL 41
#define VERTEXCACHE_NAME_DECIMATION_MAX 100
#define VERTEXCACHE_NAME_CACHE_SIZE 64
#define VERTEXCACHE_NAME_CACHE_FULL_BYTES (1024 * 1024)
#define VERTEXCACHE_NAME_CACHE_MAX_AGE 120
enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
DrawEngineGLES::DrawEngineGLES(Draw::DrawContext *draw) : vai_(256), draw_(draw), inputLayoutMap_(16) {
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
decOptions_.expandAllWeightsToFloat = false;
decOptions_.expand8BitNormalsToFloat = false;
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
bufferDecimationCounter_ = VERTEXCACHE_NAME_DECIMATION_INTERVAL;
// Allocate nicely aligned memory. Maybe graphics drivers will
// appreciate it.
// All this is a LOT of memory, need to see if we can cut down somehow.
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);
indexGen.Setup(decIndex);
InitDeviceObjects();
tessDataTransferGLES = new TessellationDataTransferGLES(render_);
tessDataTransfer = tessDataTransferGLES;
}
DrawEngineGLES::~DrawEngineGLES() {
DestroyDeviceObjects();
FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
delete tessDataTransferGLES;
}
void DrawEngineGLES::DeviceLost() {
DestroyDeviceObjects();
}
void DrawEngineGLES::DeviceRestore(Draw::DrawContext *draw) {
draw_ = draw;
render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
InitDeviceObjects();
}
void DrawEngineGLES::InitDeviceObjects() {
_assert_msg_(render_ != nullptr, "Render manager must be set");
for (int i = 0; i < GLRenderManager::MAX_INFLIGHT_FRAMES; i++) {
frameData_[i].pushVertex = render_->CreatePushBuffer(i, GL_ARRAY_BUFFER, 1024 * 1024);
frameData_[i].pushIndex = render_->CreatePushBuffer(i, GL_ELEMENT_ARRAY_BUFFER, 256 * 1024);
}
int vertexSize = sizeof(TransformedVertex);
std::vector<GLRInputLayout::Entry> entries;
entries.push_back({ ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, 0 });
entries.push_back({ ATTR_TEXCOORD, 3, GL_FLOAT, GL_FALSE, vertexSize, offsetof(TransformedVertex, u) });
entries.push_back({ ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color0) });
entries.push_back({ ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color1) });
softwareInputLayout_ = render_->CreateInputLayout(entries);
}
void DrawEngineGLES::DestroyDeviceObjects() {
// Beware: this could be called twice in a row, sometimes.
for (int i = 0; i < GLRenderManager::MAX_INFLIGHT_FRAMES; i++) {
if (!frameData_[i].pushVertex && !frameData_[i].pushIndex)
continue;
if (frameData_[i].pushVertex)
render_->DeletePushBuffer(frameData_[i].pushVertex);
if (frameData_[i].pushIndex)
render_->DeletePushBuffer(frameData_[i].pushIndex);
frameData_[i].pushVertex = nullptr;
frameData_[i].pushIndex = nullptr;
}
ClearTrackedVertexArrays();
if (softwareInputLayout_)
render_->DeleteInputLayout(softwareInputLayout_);
softwareInputLayout_ = nullptr;
ClearInputLayoutMap();
}
void DrawEngineGLES::ClearInputLayoutMap() {
inputLayoutMap_.Iterate([&](const uint32_t &key, GLRInputLayout *il) {
render_->DeleteInputLayout(il);
});
inputLayoutMap_.Clear();
}
void DrawEngineGLES::BeginFrame() {
DecimateTrackedVertexArrays();
FrameData &frameData = frameData_[render_->GetCurFrame()];
render_->BeginPushBuffer(frameData.pushIndex);
render_->BeginPushBuffer(frameData.pushVertex);
lastRenderStepId_ = -1;
}
void DrawEngineGLES::EndFrame() {
FrameData &frameData = frameData_[render_->GetCurFrame()];
render_->EndPushBuffer(frameData.pushIndex);
render_->EndPushBuffer(frameData.pushVertex);
tessDataTransferGLES->EndFrame();
}
struct GlTypeInfo {
u16 type;
u8 count;
u8 normalized;
};
static const GlTypeInfo GLComp[] = {
{0}, // DEC_NONE,
{GL_FLOAT, 1, GL_FALSE}, // DEC_FLOAT_1,
{GL_FLOAT, 2, GL_FALSE}, // DEC_FLOAT_2,
{GL_FLOAT, 3, GL_FALSE}, // DEC_FLOAT_3,
{GL_FLOAT, 4, GL_FALSE}, // DEC_FLOAT_4,
{GL_BYTE, 4, GL_TRUE}, // DEC_S8_3,
{GL_SHORT, 4, GL_TRUE},// DEC_S16_3,
{GL_UNSIGNED_BYTE, 1, GL_TRUE},// DEC_U8_1,
{GL_UNSIGNED_BYTE, 2, GL_TRUE},// DEC_U8_2,
{GL_UNSIGNED_BYTE, 3, GL_TRUE},// DEC_U8_3,
{GL_UNSIGNED_BYTE, 4, GL_TRUE},// DEC_U8_4,
{GL_UNSIGNED_SHORT, 1, GL_TRUE},// DEC_U16_1,
{GL_UNSIGNED_SHORT, 2, GL_TRUE},// DEC_U16_2,
{GL_UNSIGNED_SHORT, 3, GL_TRUE},// DEC_U16_3,
{GL_UNSIGNED_SHORT, 4, GL_TRUE},// DEC_U16_4,
};
static inline void VertexAttribSetup(int attrib, int fmt, int stride, int offset, std::vector<GLRInputLayout::Entry> &entries) {
if (fmt) {
const GlTypeInfo &type = GLComp[fmt];
GLRInputLayout::Entry entry;
entry.offset = offset;
entry.location = attrib;
entry.normalized = type.normalized;
entry.type = type.type;
entry.stride = stride;
entry.count = type.count;
entries.push_back(entry);
}
}
// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
GLRInputLayout *DrawEngineGLES::SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt) {
uint32_t key = decFmt.id;
GLRInputLayout *inputLayout = inputLayoutMap_.Get(key);
if (inputLayout) {
return inputLayout;
}
std::vector<GLRInputLayout::Entry> entries;
VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.stride, decFmt.w0off, entries);
VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, decFmt.w1off, entries);
VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, decFmt.uvoff, entries);
VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, decFmt.c0off, entries);
VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, decFmt.c1off, entries);
VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, decFmt.nrmoff, entries);
VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, decFmt.posoff, entries);
inputLayout = render_->CreateInputLayout(entries);
inputLayoutMap_.Insert(key, inputLayout);
return inputLayout;
}
void *DrawEngineGLES::DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf) {
u8 *dest = decoded;
// Figure out how much pushbuffer space we need to allocate.
if (push) {
int vertsToDecode = ComputeNumVertsToDecode();
dest = (u8 *)push->Push(vertsToDecode * dec_->GetDecVtxFmt().stride, bindOffset, buf);
}
DecodeVerts(dest);
return dest;
}
void DrawEngineGLES::MarkUnreliable(VertexArrayInfo *vai) {
vai->status = VertexArrayInfo::VAI_UNRELIABLE;
if (vai->vbo) {
render_->DeleteBuffer(vai->vbo);
vai->vbo = 0;
}
if (vai->ebo) {
render_->DeleteBuffer(vai->ebo);
vai->ebo = 0;
}
}
void DrawEngineGLES::ClearTrackedVertexArrays() {
vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai){
FreeVertexArray(vai);
delete vai;
});
vai_.Clear();
}
void DrawEngineGLES::DecimateTrackedVertexArrays() {
if (--decimationCounter_ <= 0) {
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
} else {
return;
}
const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai) {
bool kill;
if (vai->status == VertexArrayInfo::VAI_UNRELIABLE) {
// We limit killing unreliable so we don't rehash too often.
kill = vai->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
} else {
kill = vai->lastFrame < threshold;
}
if (kill) {
FreeVertexArray(vai);
delete vai;
vai_.Remove(hash);
}
});
vai_.Maintain();
}
void DrawEngineGLES::FreeVertexArray(VertexArrayInfo *vai) {
if (vai->vbo) {
render_->DeleteBuffer(vai->vbo);
vai->vbo = nullptr;
}
if (vai->ebo) {
render_->DeleteBuffer(vai->ebo);
vai->ebo = nullptr;
}
}
void DrawEngineGLES::DoFlush() {
PROFILE_THIS_SCOPE("flush");
FrameData &frameData = frameData_[render_->GetCurFrame()];
gpuStats.numFlushes++;
gpuStats.numTrackedVertexArrays = (int)vai_.size();
// A new render step means we need to flush any dynamic state. Really, any state that is reset in
// GLQueueRunner::PerformRenderPass.
int curRenderStepId = render_->GetCurrentStepId();
if (lastRenderStepId_ != curRenderStepId) {
// Dirty everything that has dynamic state that will need re-recording.
gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
textureCache_->ForgetLastTexture();
lastRenderStepId_ = curRenderStepId;
}
bool textureNeedsApply = false;
if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) {
textureCache_->SetTexture();
gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
textureNeedsApply = true;
} else if (gstate.getTextureAddress(0) == ((gstate.getFrameBufRawAddress() | 0x04000000) & 0x3FFFFFFF)) {
// This catches the case of clearing a texture. (#10957)
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
GEPrimitiveType prim = prevPrim_;
VShaderID vsid;
Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, &vsid);
GLRBuffer *vertexBuffer = nullptr;
GLRBuffer *indexBuffer = nullptr;
uint32_t vertexBufferOffset = 0;
uint32_t indexBufferOffset = 0;
if (vshader->UseHWTransform()) {
int vertexCount = 0;
bool useElements = true;
bool populateCache = false;
VertexArrayInfo *vai = nullptr;
// Cannot cache vertex data with morph enabled.
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
// Also avoid caching when software skinning.
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
useCache = false;
// TEMPORARY
useCache = false;
if (useCache) {
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
vai = vai_.Get(id);
if (!vai) {
vai = new VertexArrayInfo();
vai_.Insert(id, vai);
}
switch (vai->status) {
case VertexArrayInfo::VAI_NEW:
{
// Haven't seen this one before.
uint64_t dataHash = ComputeHash();
vai->hash = dataHash;
vai->minihash = ComputeMiniHash();
vai->status = VertexArrayInfo::VAI_HASHING;
vai->drawsUntilNextFullHash = 0;
useCache = false;
break;
}
// Hashing - still gaining confidence about the buffer.
// But if we get this far it's likely to be worth creating a vertex buffer.
case VertexArrayInfo::VAI_HASHING:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
if (vai->drawsUntilNextFullHash == 0) {
// Let's try to skip a full hash if mini would fail.
const u32 newMiniHash = ComputeMiniHash();
uint64_t newHash = vai->hash;
if (newMiniHash == vai->minihash) {
newHash = ComputeHash();
}
if (newMiniHash != vai->minihash || newHash != vai->hash) {
MarkUnreliable(vai);
useCache = false;
break;
}
if (vai->numVerts > 64) {
// exponential backoff up to 16 draws, then every 32
vai->drawsUntilNextFullHash = std::min(32, vai->numFrames);
} else {
// Lower numbers seem much more likely to change.
vai->drawsUntilNextFullHash = 0;
}
// TODO: tweak
//if (vai->numFrames > 1000) {
// vai->status = VertexArrayInfo::VAI_RELIABLE;
//}
} else {
vai->drawsUntilNextFullHash--;
u32 newMiniHash = ComputeMiniHash();
if (newMiniHash != vai->minihash) {
MarkUnreliable(vai);
break;
}
}
if (vai->vbo == nullptr) {
_dbg_assert_msg_(gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching.");
// We'll populate the cache this time around, use it next time.
populateCache = true;
useCache = false;
} else {
gpuStats.numCachedDrawCalls++;
useElements = vai->ebo ? true : false;
gpuStats.numCachedVertsDrawn += vai->numVerts;
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
vertexBuffer = vai->vbo;
indexBuffer = vai->ebo;
vertexCount = vai->numVerts;
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 VertexArrayInfo::VAI_RELIABLE:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
gpuStats.numCachedDrawCalls++;
gpuStats.numCachedVertsDrawn += vai->numVerts;
vertexBuffer = vai->vbo;
indexBuffer = vai->ebo;
vertexCount = vai->numVerts;
prim = static_cast<GEPrimitiveType>(vai->prim);
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
break;
}
case VertexArrayInfo::VAI_UNRELIABLE:
{
vai->numDraws++;
if (vai->lastFrame != gpuStats.numFlips) {
vai->numFrames++;
}
useCache = false;
break;
}
}
if (useCache) {
vai->lastFrame = gpuStats.numFlips;
}
}
if (!useCache) {
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK)) {
// If software skinning, we've already predecoded into "decoded". So push that content.
size_t size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
u8 *dest = (u8 *)frameData.pushVertex->Push(size, &vertexBufferOffset, &vertexBuffer);
memcpy(dest, decoded, size);
} else {
// Decode directly into the pushbuffer
u8 *dest = (u8 *)DecodeVertsToPushBuffer(frameData.pushVertex, &vertexBufferOffset, &vertexBuffer);
if (populateCache) {
size_t size = decodedVerts_ * dec_->GetDecVtxFmt().stride;
vai->vbo = render_->CreateBuffer(GL_ARRAY_BUFFER, size, GL_STATIC_DRAW);
render_->BufferSubdata(vai->vbo, 0, size, dest, false);
}
}
if (populateCache || (vai && vai->status == VertexArrayInfo::VAI_NEW)) {
vai->numVerts = indexGen.VertexCount();
vai->prim = indexGen.Prim();
vai->maxIndex = indexGen.MaxIndex();
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
}
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
// If there's only been one primitive type, and it's either TRIANGLES, LINES or POINTS,
// there is no need for the index buffer we built. We can then use glDrawArrays instead
// for a very minor speed boost.
useElements = !indexGen.SeenOnlyPurePrims();
vertexCount = indexGen.VertexCount();
if (!useElements && indexGen.PureCount()) {
vertexCount = indexGen.PureCount();
}
prim = indexGen.Prim();
}
VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
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();
// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
ApplyDrawState(prim);
ApplyDrawStateLate(false, 0);
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, framebufferManager_->UseBufferedRendering());
GLRInputLayout *inputLayout = SetupDecFmtForDraw(program, dec_->GetDecVtxFmt());
render_->BindVertexBuffer(inputLayout, vertexBuffer, vertexBufferOffset);
if (useElements) {
if (!indexBuffer) {
size_t esz = sizeof(uint16_t) * indexGen.VertexCount();
void *dest = frameData.pushIndex->Push(esz, &indexBufferOffset, &indexBuffer);
memcpy(dest, decIndex, esz);
if (populateCache) {
vai->ebo = render_->CreateBuffer(GL_ELEMENT_ARRAY_BUFFER, esz, GL_STATIC_DRAW);
render_->BufferSubdata(vai->ebo, 0, esz, (uint8_t *)dest, false);
}
}
render_->BindIndexBuffer(indexBuffer);
render_->DrawIndexed(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, (GLvoid*)(intptr_t)indexBufferOffset);
} else {
render_->Draw(glprim[prim], 0, vertexCount);
}
} else {
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;
u16 *inds = decIndex;
SoftwareTransformResult result{};
// TODO: Keep this static? Faster than repopulating?
SoftwareTransformParams params{};
params.decoded = decoded;
params.transformed = transformed;
params.transformedExpanded = transformedExpanded;
params.fbman = framebufferManager_;
params.texCache = textureCache_;
params.allowClear = true;
params.allowSeparateAlphaClear = true;
params.provokeFlatFirst = false;
int maxIndex = indexGen.MaxIndex();
int vertexCount = indexGen.VertexCount();
// 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
SoftwareTransform swTransform(params);
swTransform.Decode(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), maxIndex, &result);
if (result.action == SW_NOT_READY)
swTransform.DetectOffsetTexture(maxIndex);
if (textureNeedsApply)
textureCache_->ApplyTexture();
// Need to ApplyDrawState after ApplyTexture because depal can launch a render pass and that wrecks the state.
ApplyDrawState(prim);
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, maxIndex, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
ApplyDrawStateLate(result.setStencil, result.stencilValue);
LinkedShader *program = shaderManager_->ApplyFragmentShader(vsid, vshader, lastVType_, framebufferManager_->UseBufferedRendering());
if (result.action == SW_DRAW_PRIMITIVES) {
const int vertexSize = sizeof(transformed[0]);
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
if (result.drawIndexed) {
vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, maxIndex * sizeof(TransformedVertex), &vertexBuffer);
indexBufferOffset = (uint32_t)frameData.pushIndex->Push(inds, sizeof(uint16_t) * result.drawNumTrans, &indexBuffer);
render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset);
render_->BindIndexBuffer(indexBuffer);
render_->DrawIndexed(glprim[prim], result.drawNumTrans, GL_UNSIGNED_SHORT, (void *)(intptr_t)indexBufferOffset);
} else {
vertexBufferOffset = (uint32_t)frameData.pushVertex->Push(result.drawBuffer, result.drawNumTrans * sizeof(TransformedVertex), &vertexBuffer);
render_->BindVertexBuffer(softwareInputLayout_, vertexBuffer, vertexBufferOffset);
render_->Draw(glprim[prim], 0, result.drawNumTrans);
}
} else if (result.action == SW_CLEAR) {
u32 clearColor = result.color;
float clearDepth = result.depth;
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
bool depthMask = gstate.isClearModeDepthMask();
if (depthMask) {
framebufferManager_->SetDepthUpdated();
}
GLbitfield target = 0;
// Without this, we will clear RGB when clearing stencil, which breaks games.
uint8_t rgbaMask = (colorMask ? 7 : 0) | (alphaMask ? 8 : 0);
if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT;
if (alphaMask) target |= GL_STENCIL_BUFFER_BIT;
if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
render_->Clear(clearColor, clearDepth, clearColor >> 24, target, rgbaMask, vpAndScissor.scissorX, vpAndScissor.scissorY, vpAndScissor.scissorW, vpAndScissor.scissorH);
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
if ((gstate_c.featureFlags & GPU_USE_CLEAR_RAM_HACK) && colorMask && (alphaMask || gstate.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);
}
gstate_c.Dirty(DIRTY_BLEND_STATE); // Make sure the color mask gets re-applied.
}
}
gpuStats.numDrawCalls += numDrawCalls;
gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
indexGen.Reset();
decodedVerts_ = 0;
numDrawCalls = 0;
vertexCountInDrawCalls_ = 0;
decodeCounter_ = 0;
dcid_ = 0;
prevPrim_ = GE_PRIM_INVALID;
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();
}
bool DrawEngineGLES::IsCodePtrVertexDecoder(const u8 *ptr) const {
return decJitCache_->IsInSpace(ptr);
}
bool DrawEngineGLES::SupportsHWTessellation() const {
bool hasTexelFetch = gl_extensions.GLES3 || (!gl_extensions.IsGLES && gl_extensions.VersionGEThan(3, 3, 0)) || gl_extensions.EXT_gpu_shader4;
return hasTexelFetch && gstate_c.SupportsAll(GPU_SUPPORTS_VERTEX_TEXTURE_FETCH | GPU_SUPPORTS_TEXTURE_FLOAT);
}
bool DrawEngineGLES::UpdateUseHWTessellation(bool enable) {
return enable && SupportsHWTessellation();
}
void TessellationDataTransferGLES::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) {
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
bool hasTexCoord = (vertType & GE_VTYPE_TC_MASK) != 0;
int size = size_u * size_v;
float *pos = new float[size * 4];
float *tex = hasTexCoord ? new float[size * 4] : nullptr;
float *col = hasColor ? new float[size * 4] : nullptr;
int stride = 4;
CopyControlPoints(pos, tex, col, stride, stride, stride, points, size, vertType);
// Removed the 1D texture support, it's unlikely to be relevant for performance.
// Control Points
if (prevSizeU < size_u || prevSizeV < size_v) {
prevSizeU = size_u;
prevSizeV = size_v;
if (!data_tex[0])
data_tex[0] = renderManager_->CreateTexture(GL_TEXTURE_2D);
renderManager_->TextureImage(data_tex[0], 0, size_u * 3, size_v, Draw::DataFormat::R32G32B32A32_FLOAT, nullptr, GLRAllocType::NONE, false);
renderManager_->FinalizeTexture(data_tex[0], 0, false);
}
renderManager_->BindTexture(TEX_SLOT_SPLINE_POINTS, data_tex[0]);
// Position
renderManager_->TextureSubImage(data_tex[0], 0, 0, 0, size_u, size_v, Draw::DataFormat::R32G32B32A32_FLOAT, (u8 *)pos, GLRAllocType::NEW);
// Texcoord
if (hasTexCoord)
renderManager_->TextureSubImage(data_tex[0], 0, size_u, 0, size_u, size_v, Draw::DataFormat::R32G32B32A32_FLOAT, (u8 *)tex, GLRAllocType::NEW);
// Color
if (hasColor)
renderManager_->TextureSubImage(data_tex[0], 0, size_u * 2, 0, size_u, size_v, Draw::DataFormat::R32G32B32A32_FLOAT, (u8 *)col, GLRAllocType::NEW);
// Weight U
if (prevSizeWU < weights.size_u) {
prevSizeWU = weights.size_u;
if (!data_tex[1])
data_tex[1] = renderManager_->CreateTexture(GL_TEXTURE_2D);
renderManager_->TextureImage(data_tex[1], 0, weights.size_u * 2, 1, Draw::DataFormat::R32G32B32A32_FLOAT, nullptr, GLRAllocType::NONE, false);
renderManager_->FinalizeTexture(data_tex[1], 0, false);
}
renderManager_->BindTexture(TEX_SLOT_SPLINE_WEIGHTS_U, data_tex[1]);
renderManager_->TextureSubImage(data_tex[1], 0, 0, 0, weights.size_u * 2, 1, Draw::DataFormat::R32G32B32A32_FLOAT, (u8 *)weights.u, GLRAllocType::NONE);
// Weight V
if (prevSizeWV < weights.size_v) {
prevSizeWV = weights.size_v;
if (!data_tex[2])
data_tex[2] = renderManager_->CreateTexture(GL_TEXTURE_2D);
renderManager_->TextureImage(data_tex[2], 0, weights.size_v * 2, 1, Draw::DataFormat::R32G32B32A32_FLOAT, nullptr, GLRAllocType::NONE, false);
renderManager_->FinalizeTexture(data_tex[2], 0, false);
}
renderManager_->BindTexture(TEX_SLOT_SPLINE_WEIGHTS_V, data_tex[2]);
renderManager_->TextureSubImage(data_tex[2], 0, 0, 0, weights.size_v * 2, 1, Draw::DataFormat::R32G32B32A32_FLOAT, (u8 *)weights.v, GLRAllocType::NONE);
}
void TessellationDataTransferGLES::EndFrame() {
for (int i = 0; i < 3; i++) {
if (data_tex[i]) {
renderManager_->DeleteTexture(data_tex[i]);
data_tex[i] = nullptr;
}
}
prevSizeU = prevSizeV = prevSizeWU = prevSizeWV = 0;
}