mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
0e3a84b4a8
It works after the move, on Windows and Android at least. Deletes the D3DX9 shader compiler loader, which was not used.
745 lines
27 KiB
C++
745 lines
27 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/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/Reporting.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "Common/GPU/OpenGL/GLDebugLog.h"
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#include "Common/Profiler/Profiler.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/TextureDecoder.h"
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#include "GPU/Common/SplineCommon.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/GLES/FragmentTestCacheGLES.h"
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#include "GPU/GLES/StateMappingGLES.h"
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#include "GPU/GLES/TextureCacheGLES.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/ShaderManagerGLES.h"
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#include "GPU/GLES/GPU_GLES.h"
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const GLuint glprim[8] = {
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GL_POINTS,
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GL_LINES,
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GL_LINE_STRIP,
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_TRIANGLES,
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// Rectangles need to be expanded into triangles.
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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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#define VERTEXCACHE_NAME_DECIMATION_INTERVAL 41
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#define VERTEXCACHE_NAME_DECIMATION_MAX 100
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#define VERTEXCACHE_NAME_CACHE_SIZE 64
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#define VERTEXCACHE_NAME_CACHE_FULL_BYTES (1024 * 1024)
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#define VERTEXCACHE_NAME_CACHE_MAX_AGE 120
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enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
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DrawEngineGLES::DrawEngineGLES(Draw::DrawContext *draw) : vai_(256), draw_(draw), inputLayoutMap_(16) {
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render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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decOptions_.expandAllWeightsToFloat = false;
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decOptions_.expand8BitNormalsToFloat = false;
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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bufferDecimationCounter_ = VERTEXCACHE_NAME_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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tessDataTransferGLES = new TessellationDataTransferGLES(render_);
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tessDataTransfer = tessDataTransferGLES;
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}
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DrawEngineGLES::~DrawEngineGLES() {
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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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delete tessDataTransferGLES;
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}
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void DrawEngineGLES::DeviceLost() {
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DestroyDeviceObjects();
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}
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void DrawEngineGLES::DeviceRestore(Draw::DrawContext *draw) {
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draw_ = draw;
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render_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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InitDeviceObjects();
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}
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void DrawEngineGLES::InitDeviceObjects() {
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_assert_msg_(render_ != nullptr, "Render manager must be set");
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for (int i = 0; i < GLRenderManager::MAX_INFLIGHT_FRAMES; i++) {
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frameData_[i].pushVertex = render_->CreatePushBuffer(i, GL_ARRAY_BUFFER, 1024 * 1024);
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frameData_[i].pushIndex = render_->CreatePushBuffer(i, GL_ELEMENT_ARRAY_BUFFER, 256 * 1024);
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}
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int vertexSize = sizeof(TransformedVertex);
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std::vector<GLRInputLayout::Entry> entries;
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entries.push_back({ ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, 0 });
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entries.push_back({ ATTR_TEXCOORD, 3, GL_FLOAT, GL_FALSE, vertexSize, offsetof(TransformedVertex, u) });
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entries.push_back({ ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color0) });
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entries.push_back({ ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, offsetof(TransformedVertex, color1) });
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softwareInputLayout_ = render_->CreateInputLayout(entries);
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}
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void DrawEngineGLES::DestroyDeviceObjects() {
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// Beware: this could be called twice in a row, sometimes.
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for (int i = 0; i < GLRenderManager::MAX_INFLIGHT_FRAMES; i++) {
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if (!frameData_[i].pushVertex && !frameData_[i].pushIndex)
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continue;
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if (frameData_[i].pushVertex)
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render_->DeletePushBuffer(frameData_[i].pushVertex);
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if (frameData_[i].pushIndex)
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render_->DeletePushBuffer(frameData_[i].pushIndex);
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frameData_[i].pushVertex = nullptr;
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frameData_[i].pushIndex = nullptr;
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}
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ClearTrackedVertexArrays();
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if (softwareInputLayout_)
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render_->DeleteInputLayout(softwareInputLayout_);
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softwareInputLayout_ = nullptr;
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ClearInputLayoutMap();
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}
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void DrawEngineGLES::ClearInputLayoutMap() {
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inputLayoutMap_.Iterate([&](const uint32_t &key, GLRInputLayout *il) {
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render_->DeleteInputLayout(il);
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});
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inputLayoutMap_.Clear();
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}
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void DrawEngineGLES::BeginFrame() {
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DecimateTrackedVertexArrays();
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FrameData &frameData = frameData_[render_->GetCurFrame()];
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render_->BeginPushBuffer(frameData.pushIndex);
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render_->BeginPushBuffer(frameData.pushVertex);
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lastRenderStepId_ = -1;
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}
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void DrawEngineGLES::EndFrame() {
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FrameData &frameData = frameData_[render_->GetCurFrame()];
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render_->EndPushBuffer(frameData.pushIndex);
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render_->EndPushBuffer(frameData.pushVertex);
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tessDataTransferGLES->EndFrame();
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}
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struct GlTypeInfo {
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u16 type;
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u8 count;
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u8 normalized;
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};
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static const GlTypeInfo GLComp[] = {
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{0}, // DEC_NONE,
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{GL_FLOAT, 1, GL_FALSE}, // DEC_FLOAT_1,
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{GL_FLOAT, 2, GL_FALSE}, // DEC_FLOAT_2,
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{GL_FLOAT, 3, GL_FALSE}, // DEC_FLOAT_3,
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{GL_FLOAT, 4, GL_FALSE}, // DEC_FLOAT_4,
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{GL_BYTE, 4, GL_TRUE}, // DEC_S8_3,
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{GL_SHORT, 4, GL_TRUE},// DEC_S16_3,
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{GL_UNSIGNED_BYTE, 1, GL_TRUE},// DEC_U8_1,
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{GL_UNSIGNED_BYTE, 2, GL_TRUE},// DEC_U8_2,
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{GL_UNSIGNED_BYTE, 3, GL_TRUE},// DEC_U8_3,
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{GL_UNSIGNED_BYTE, 4, GL_TRUE},// DEC_U8_4,
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{GL_UNSIGNED_SHORT, 1, GL_TRUE},// DEC_U16_1,
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{GL_UNSIGNED_SHORT, 2, GL_TRUE},// DEC_U16_2,
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{GL_UNSIGNED_SHORT, 3, GL_TRUE},// DEC_U16_3,
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{GL_UNSIGNED_SHORT, 4, GL_TRUE},// DEC_U16_4,
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};
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static inline void VertexAttribSetup(int attrib, int fmt, int stride, int offset, std::vector<GLRInputLayout::Entry> &entries) {
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if (fmt) {
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const GlTypeInfo &type = GLComp[fmt];
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GLRInputLayout::Entry entry;
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entry.offset = offset;
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entry.location = attrib;
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entry.normalized = type.normalized;
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entry.type = type.type;
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entry.stride = stride;
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entry.count = type.count;
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entries.push_back(entry);
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}
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}
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// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
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GLRInputLayout *DrawEngineGLES::SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt) {
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uint32_t key = decFmt.id;
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GLRInputLayout *inputLayout = inputLayoutMap_.Get(key);
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if (inputLayout) {
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return inputLayout;
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}
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std::vector<GLRInputLayout::Entry> entries;
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VertexAttribSetup(ATTR_W1, decFmt.w0fmt, decFmt.stride, decFmt.w0off, entries);
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VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, decFmt.w1off, entries);
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VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, decFmt.uvoff, entries);
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VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, decFmt.c0off, entries);
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VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, decFmt.c1off, entries);
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VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, decFmt.nrmoff, entries);
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VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, decFmt.posoff, entries);
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inputLayout = render_->CreateInputLayout(entries);
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inputLayoutMap_.Insert(key, inputLayout);
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return inputLayout;
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}
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void *DrawEngineGLES::DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf) {
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u8 *dest = decoded;
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// Figure out how much pushbuffer space we need to allocate.
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if (push) {
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int vertsToDecode = ComputeNumVertsToDecode();
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dest = (u8 *)push->Push(vertsToDecode * dec_->GetDecVtxFmt().stride, bindOffset, buf);
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}
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DecodeVerts(dest);
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return dest;
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}
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void DrawEngineGLES::MarkUnreliable(VertexArrayInfo *vai) {
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vai->status = VertexArrayInfo::VAI_UNRELIABLE;
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if (vai->vbo) {
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render_->DeleteBuffer(vai->vbo);
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vai->vbo = 0;
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}
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if (vai->ebo) {
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render_->DeleteBuffer(vai->ebo);
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vai->ebo = 0;
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}
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}
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void DrawEngineGLES::ClearTrackedVertexArrays() {
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vai_.Iterate([&](uint32_t hash, VertexArrayInfo *vai){
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FreeVertexArray(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 DrawEngineGLES::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, VertexArrayInfo *vai) {
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bool kill;
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if (vai->status == VertexArrayInfo::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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FreeVertexArray(vai);
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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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}
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void DrawEngineGLES::FreeVertexArray(VertexArrayInfo *vai) {
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if (vai->vbo) {
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render_->DeleteBuffer(vai->vbo);
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vai->vbo = nullptr;
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}
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if (vai->ebo) {
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render_->DeleteBuffer(vai->ebo);
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vai->ebo = nullptr;
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}
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}
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void DrawEngineGLES::DoFlush() {
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PROFILE_THIS_SCOPE("flush");
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FrameData &frameData = frameData_[render_->GetCurFrame()];
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gpuStats.numFlushes++;
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gpuStats.numTrackedVertexArrays = (int)vai_.size();
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// A new render step means we need to flush any dynamic state. Really, any state that is reset in
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// GLQueueRunner::PerformRenderPass.
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int curRenderStepId = render_->GetCurrentStepId();
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if (lastRenderStepId_ != curRenderStepId) {
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// Dirty everything that has dynamic state that will need re-recording.
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_BLEND_STATE | DIRTY_RASTER_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS);
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textureCache_->ForgetLastTexture();
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lastRenderStepId_ = curRenderStepId;
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}
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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) & 0x3FFFFFFF)) {
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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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VShaderID vsid;
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Shader *vshader = shaderManager_->ApplyVertexShader(CanUseHardwareTransform(prim), useHWTessellation_, lastVType_, &vsid);
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GLRBuffer *vertexBuffer = nullptr;
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GLRBuffer *indexBuffer = nullptr;
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uint32_t vertexBufferOffset = 0;
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uint32_t indexBufferOffset = 0;
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if (vshader->UseHWTransform()) {
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int vertexCount = 0;
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bool useElements = true;
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bool populateCache = false;
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VertexArrayInfo *vai = nullptr;
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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 (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
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useCache = false;
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// TEMPORARY
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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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vai = vai_.Get(id);
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if (!vai) {
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vai = new VertexArrayInfo();
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vai_.Insert(id, vai);
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}
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switch (vai->status) {
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case VertexArrayInfo::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 = VertexArrayInfo::VAI_HASHING;
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vai->drawsUntilNextFullHash = 0;
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useCache = false;
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break;
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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 VertexArrayInfo::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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useCache = false;
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break;
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}
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if (vai->numVerts > 64) {
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// exponential backoff up to 16 draws, then every 32
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vai->drawsUntilNextFullHash = std::min(32, 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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break;
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}
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}
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if (vai->vbo == nullptr) {
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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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// We'll populate the cache this time around, use it next time.
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populateCache = true;
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useCache = false;
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} else {
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gpuStats.numCachedDrawCalls++;
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useElements = vai->ebo ? true : false;
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gpuStats.numCachedVertsDrawn += vai->numVerts;
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gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
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vertexBuffer = vai->vbo;
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indexBuffer = vai->ebo;
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vertexCount = vai->numVerts;
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prim = static_cast<GEPrimitiveType>(vai->prim);
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}
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break;
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}
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// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
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case VertexArrayInfo::VAI_RELIABLE:
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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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gpuStats.numCachedDrawCalls++;
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gpuStats.numCachedVertsDrawn += vai->numVerts;
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vertexBuffer = vai->vbo;
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indexBuffer = vai->ebo;
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vertexCount = vai->numVerts;
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prim = static_cast<GEPrimitiveType>(vai->prim);
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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;
|
|
}
|