mirror of
https://github.com/hrydgard/ppsspp.git
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195 lines
6.2 KiB
C++
195 lines
6.2 KiB
C++
// Copyright (c) 2013- 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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#pragma once
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#include <vector>
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#include "Common/CommonTypes.h"
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#include "Common/Data/Collections/Hashmaps.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/IndexGenerator.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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class VertexDecoder;
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enum {
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VERTEX_BUFFER_MAX = 65536,
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DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 64,
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DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 16,
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};
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enum {
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TEX_SLOT_PSP_TEXTURE = 0,
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TEX_SLOT_SHADERBLEND_SRC = 1,
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TEX_SLOT_ALPHATEST = 2,
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TEX_SLOT_CLUT = 3,
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TEX_SLOT_SPLINE_POINTS = 4,
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TEX_SLOT_SPLINE_WEIGHTS_U = 5,
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TEX_SLOT_SPLINE_WEIGHTS_V = 6,
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};
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inline uint32_t GetVertTypeID(uint32_t vertType, int uvGenMode) {
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// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
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// into the top of the verttype where there are unused bits.
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return (vertType & 0xFFFFFF) | (uvGenMode << 24);
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}
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struct SimpleVertex;
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namespace Spline { struct Weight2D; }
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class TessellationDataTransfer {
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public:
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virtual ~TessellationDataTransfer() {}
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void CopyControlPoints(float *pos, float *tex, float *col, int posStride, int texStride, int colStride, const SimpleVertex *const *points, int size, u32 vertType);
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virtual void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) = 0;
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};
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class DrawEngineCommon {
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public:
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DrawEngineCommon();
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virtual ~DrawEngineCommon();
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void Init();
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
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static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
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// Flush is normally non-virtual but here's a virtual way to call it, used by the shared spline code, which is expensive anyway.
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// Not really sure if these wrappers are worth it...
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virtual void DispatchFlush() = 0;
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// This would seem to be unnecessary now, but is still required for splines/beziers to work in the software backend since SubmitPrim
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// is different. Should probably refactor that.
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// Note that vertTypeID should be computed using GetVertTypeID().
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virtual void DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
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SubmitPrim(verts, inds, prim, vertexCount, vertTypeID, cullMode, bytesRead);
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}
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virtual void DispatchSubmitImm(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead) {
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SubmitPrim(verts, inds, prim, vertexCount, vertTypeID, cullMode, bytesRead);
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DispatchFlush();
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}
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bool TestBoundingBox(const void* control_points, int vertexCount, u32 vertType, int *bytesRead);
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void SubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
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template<class Surface>
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void SubmitCurve(const void *control_points, const void *indices, Surface &surface, u32 vertType, int *bytesRead, const char *scope);
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void ClearSplineBezierWeights();
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bool CanUseHardwareTransform(int prim);
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bool CanUseHardwareTessellation(GEPatchPrimType prim);
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std::vector<std::string> DebugGetVertexLoaderIDs();
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std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType);
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virtual void Resized();
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bool IsCodePtrVertexDecoder(const u8 *ptr) const {
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return decJitCache_->IsInSpace(ptr);
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}
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int GetNumDrawCalls() const {
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return numDrawCalls;
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}
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VertexDecoder *GetVertexDecoder(u32 vtype);
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protected:
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virtual bool UpdateUseHWTessellation(bool enabled) { return enabled; }
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virtual void ClearTrackedVertexArrays() {}
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int ComputeNumVertsToDecode() const;
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void DecodeVerts(u8 *dest);
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// Preprocessing for spline/bezier
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u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize = nullptr);
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// Utility for vertex caching
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u32 ComputeMiniHash();
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uint64_t ComputeHash();
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// Vertex decoding
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void DecodeVertsStep(u8 *dest, int &i, int &decodedVerts);
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void ApplyFramebufferRead(bool *fboTexNeedsBind);
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inline int IndexSize(u32 vtype) const {
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const u32 indexType = (vtype & GE_VTYPE_IDX_MASK);
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if (indexType == GE_VTYPE_IDX_16BIT) {
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return 2;
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} else if (indexType == GE_VTYPE_IDX_32BIT) {
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return 4;
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}
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return 1;
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}
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bool useHWTransform_ = false;
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bool useHWTessellation_ = false;
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// Vertex collector buffers
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u8 *decoded = nullptr;
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u16 *decIndex = nullptr;
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// Cached vertex decoders
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u32 lastVType_ = -1;
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DenseHashMap<u32, VertexDecoder *, nullptr> decoderMap_;
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VertexDecoder *dec_ = nullptr;
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VertexDecoderJitCache *decJitCache_ = nullptr;
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VertexDecoderOptions decOptions_{};
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TransformedVertex *transformed = nullptr;
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TransformedVertex *transformedExpanded = nullptr;
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// Defer all vertex decoding to a "Flush" (except when software skinning)
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struct DeferredDrawCall {
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const void *verts;
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const void *inds;
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u32 vertexCount;
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u8 indexType;
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s8 prim;
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u16 indexLowerBound;
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u16 indexUpperBound;
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UVScale uvScale;
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int cullMode;
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};
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enum { MAX_DEFERRED_DRAW_CALLS = 128 };
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DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
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int numDrawCalls = 0;
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int vertexCountInDrawCalls_ = 0;
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int decimationCounter_ = 0;
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int decodeCounter_ = 0;
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u32 dcid_ = 0;
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// Vertex collector state
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IndexGenerator indexGen;
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int decodedVerts_ = 0;
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GEPrimitiveType prevPrim_ = GE_PRIM_INVALID;
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// Shader blending state
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bool fboTexNeedsBind_ = false;
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bool fboTexBound_ = false;
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// Hardware tessellation
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TessellationDataTransfer *tessDataTransfer;
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};
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