mirror of
https://github.com/hrydgard/ppsspp.git
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1110 lines
40 KiB
C++
1110 lines
40 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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#include <string.h>
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#include <algorithm>
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#include "profiler/profiler.h"
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#include "Common/CPUDetect.h"
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#include "Common/MemoryUtil.h"
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#include "Core/Config.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/ge_constants.h"
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#include "GPU/GPUState.h" // only needed for UVScale stuff
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#if defined(_M_SSE)
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#include <emmintrin.h>
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inline __m128 SSECrossProduct(__m128 a, __m128 b)
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{
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const __m128 left = _mm_mul_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)), _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)));
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const __m128 right = _mm_mul_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)), _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)));
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return _mm_sub_ps(left, right);
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}
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inline __m128 SSENormalizeMultiplierSSE2(__m128 v)
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{
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const __m128 sq = _mm_mul_ps(v, v);
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const __m128 r2 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 1));
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const __m128 r3 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 2));
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const __m128 res = _mm_add_ss(r3, _mm_add_ss(r2, sq));
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const __m128 rt = _mm_rsqrt_ss(res);
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return _mm_shuffle_ps(rt, rt, _MM_SHUFFLE(0, 0, 0, 0));
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}
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#if _M_SSE >= 0x401
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#include <smmintrin.h>
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inline __m128 SSENormalizeMultiplierSSE4(__m128 v)
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{
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return _mm_rsqrt_ps(_mm_dp_ps(v, v, 0xFF));
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}
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inline __m128 SSENormalizeMultiplier(bool useSSE4, __m128 v)
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{
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if (useSSE4)
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return SSENormalizeMultiplierSSE4(v);
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return SSENormalizeMultiplierSSE2(v);
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}
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#else
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inline __m128 SSENormalizeMultiplier(bool useSSE4, __m128 v)
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{
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return SSENormalizeMultiplierSSE2(v);
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}
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#endif
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#endif
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#define START_OPEN 1
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#define END_OPEN 2
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static void CopyQuad(u8 *&dest, const SimpleVertex *v1, const SimpleVertex *v2, const SimpleVertex* v3, const SimpleVertex *v4) {
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int vertexSize = sizeof(SimpleVertex);
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memcpy(dest, v1, vertexSize);
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dest += vertexSize;
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memcpy(dest, v2, vertexSize);
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dest += vertexSize;
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memcpy(dest, v3, vertexSize);
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dest += vertexSize;
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memcpy(dest, v4, vertexSize);
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dest += vertexSize;
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}
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static void CopyQuadIndex(u16 *&indices, GEPatchPrimType type, const int idx0, const int idx1, const int idx2, const int idx3) {
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if (type == GE_PATCHPRIM_LINES) {
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*(indices++) = idx0;
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*(indices++) = idx2;
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*(indices++) = idx1;
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*(indices++) = idx3;
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*(indices++) = idx1;
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*(indices++) = idx2;
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}
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else {
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*(indices++) = idx0;
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*(indices++) = idx2;
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*(indices++) = idx1;
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*(indices++) = idx1;
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*(indices++) = idx2;
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*(indices++) = idx3;
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}
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}
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#undef b2
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// Bernstein basis functions
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inline float bern0(float x) { return (1 - x) * (1 - x) * (1 - x); }
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inline float bern1(float x) { return 3 * x * (1 - x) * (1 - x); }
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inline float bern2(float x) { return 3 * x * x * (1 - x); }
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inline float bern3(float x) { return x * x * x; }
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inline float bern0deriv(float x) { return -3 * (x - 1) * (x - 1); }
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inline float bern1deriv(float x) { return 9 * x * x - 12 * x + 3; }
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inline float bern2deriv(float x) { return 3 * (2 - 3 * x) * x; }
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inline float bern3deriv(float x) { return 3 * x * x; }
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// http://en.wikipedia.org/wiki/Bernstein_polynomial
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static Math3D::Vec2f Bernstein3D(const Math3D::Vec2f& p0, const Math3D::Vec2f& p1, const Math3D::Vec2f& p2, const Math3D::Vec2f& p3, float x) {
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if (x == 0) return p0;
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else if (x == 1) return p3;
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return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x);
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}
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static Vec3f Bernstein3D(const Vec3f& p0, const Vec3f& p1, const Vec3f& p2, const Vec3f& p3, float x) {
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if (x == 0) return p0;
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else if (x == 1) return p3;
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return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x);
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}
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static Vec4f Bernstein3D(const Vec4f& p0, const Vec4f& p1, const Vec4f& p2, const Vec4f& p3, float x) {
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if (x == 0) return p0;
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else if (x == 1) return p3;
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return p0 * bern0(x) + p1 * bern1(x) + p2 * bern2(x) + p3 * bern3(x);
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}
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static Vec4f Bernstein3D(const u32& p0, const u32& p1, const u32& p2, const u32& p3, float x) {
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return Bernstein3D(Vec4f::FromRGBA(p0), Vec4f::FromRGBA(p1), Vec4f::FromRGBA(p2), Vec4f::FromRGBA(p3), x);
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}
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static Vec3f Bernstein3DDerivative(const Vec3f& p0, const Vec3f& p1, const Vec3f& p2, const Vec3f& p3, float x) {
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return p0 * bern0deriv(x) + p1 * bern1deriv(x) + p2 * bern2deriv(x) + p3 * bern3deriv(x);
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}
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static void spline_n_4(int i, float t, float *knot, float *splineVal) {
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knot += i + 1;
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#ifdef _M_SSE
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const __m128 knot012 = _mm_loadu_ps(&knot[0]);
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const __m128 knot345 = _mm_loadu_ps(&knot[3]);
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const __m128 t012 = _mm_sub_ps(_mm_set_ps1(t), knot012);
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const __m128 f30_41_52 = _mm_div_ps(t012, _mm_sub_ps(knot345, knot012));
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const __m128 knot343 = _mm_shuffle_ps(knot345, knot345, _MM_SHUFFLE(3, 0, 1, 0));
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const __m128 knot122 = _mm_shuffle_ps(knot012, knot012, _MM_SHUFFLE(3, 2, 2, 1));
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const __m128 t122 = _mm_shuffle_ps(t012, t012, _MM_SHUFFLE(3, 2, 2, 1));
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const __m128 f31_42_32 = _mm_div_ps(t122, _mm_sub_ps(knot343, knot122));
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// It's still faster to use SSE, even with this.
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float MEMORY_ALIGNED16(ff30_41_52[4]);
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float MEMORY_ALIGNED16(ff31_42_32[4]);
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_mm_store_ps(ff30_41_52, f30_41_52);
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_mm_store_ps(ff31_42_32, f31_42_32);
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const float &f30 = ff30_41_52[0];
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const float &f41 = ff30_41_52[1];
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const float &f52 = ff30_41_52[2];
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const float &f31 = ff31_42_32[0];
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const float &f42 = ff31_42_32[1];
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const float &f32 = ff31_42_32[2];
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#else
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// TODO: Maybe compilers could be coaxed into vectorizing this code without the above explicitly...
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float t0 = (t - knot[0]);
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float t1 = (t - knot[1]);
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float t2 = (t - knot[2]);
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// TODO: All our knots are integers so we should be able to get rid of these divisions (How?)
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float f30 = t0/(knot[3]-knot[0]);
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float f41 = t1/(knot[4]-knot[1]);
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float f52 = t2/(knot[5]-knot[2]);
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float f31 = t1/(knot[3]-knot[1]);
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float f42 = t2/(knot[4]-knot[2]);
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float f32 = t2/(knot[3]-knot[2]);
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#endif
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float a = (1-f30)*(1-f31);
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float b = (f31*f41);
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float c = (1-f41)*(1-f42);
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float d = (f42*f52);
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splineVal[0] = a-(a*f32);
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splineVal[1] = 1-a-b+((a+b+c-1)*f32);
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splineVal[2] = b+((1-b-c-d)*f32);
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splineVal[3] = d*f32;
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}
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// knot should be an array sized n + 5 (n + 1 + 1 + degree (cubic))
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static void spline_knot(int n, int type, float *knot) {
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memset(knot, 0, sizeof(float) * (n + 5));
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for (int i = 0; i < n - 1; ++i)
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knot[i + 3] = (float)i;
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if ((type & 1) == 0) {
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knot[0] = -3;
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knot[1] = -2;
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knot[2] = -1;
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}
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if ((type & 2) == 0) {
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knot[n + 2] = (float)(n - 1);
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knot[n + 3] = (float)(n);
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knot[n + 4] = (float)(n + 1);
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} else {
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knot[n + 2] = (float)(n - 2);
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knot[n + 3] = (float)(n - 2);
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knot[n + 4] = (float)(n - 2);
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}
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}
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// Prepare mesh of one patch for "Instanced Tessellation".
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static void TessellateSplinePatchHardware(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch) {
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SimpleVertex *&vertices = (SimpleVertex*&)dest;
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float inv_u = 1.0f / (float)spatch.tess_u;
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float inv_v = 1.0f / (float)spatch.tess_v;
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// Generating simple input vertices for the spline-computing vertex shader.
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for (int tile_v = 0; tile_v < spatch.tess_v + 1; ++tile_v) {
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for (int tile_u = 0; tile_u < spatch.tess_u + 1; ++tile_u) {
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SimpleVertex &vert = vertices[tile_v * (spatch.tess_u + 1) + tile_u];
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vert.pos.x = (float)tile_u * inv_u;
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vert.pos.y = (float)tile_v * inv_v;
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// TODO: Move to shader uniform and unify this method spline and bezier if necessary.
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// For compute normal
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vert.nrm.x = inv_u;
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vert.nrm.y = inv_v;
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}
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}
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// Combine the vertices into triangles.
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for (int tile_v = 0; tile_v < spatch.tess_v; ++tile_v) {
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for (int tile_u = 0; tile_u < spatch.tess_u; ++tile_u) {
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int idx0 = tile_v * (spatch.tess_u + 1) + tile_u;
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int idx1 = tile_v * (spatch.tess_u + 1) + tile_u + 1;
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int idx2 = (tile_v + 1) * (spatch.tess_u + 1) + tile_u;
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int idx3 = (tile_v + 1) * (spatch.tess_u + 1) + tile_u + 1;
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CopyQuadIndex(indices, spatch.primType, idx0, idx1, idx2, idx3);
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count += 6;
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}
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}
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}
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static void _SplinePatchLowQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType) {
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// Fast and easy way - just draw the control points, generate some very basic normal vector substitutes.
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// Very inaccurate but okay for Loco Roco. Maybe should keep it as an option because it's fast.
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const int tile_min_u = (spatch.type_u & START_OPEN) ? 0 : 1;
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const int tile_min_v = (spatch.type_v & START_OPEN) ? 0 : 1;
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const int tile_max_u = (spatch.type_u & END_OPEN) ? spatch.count_u - 1 : spatch.count_u - 2;
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const int tile_max_v = (spatch.type_v & END_OPEN) ? spatch.count_v - 1 : spatch.count_v - 2;
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float tu_width = (float)spatch.count_u - 3.0f;
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float tv_height = (float)spatch.count_v - 3.0f;
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tu_width /= (float)(tile_max_u - tile_min_u);
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tv_height /= (float)(tile_max_v - tile_min_v);
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GEPatchPrimType prim_type = spatch.primType;
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bool computeNormals = spatch.computeNormals;
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bool patchFacing = spatch.patchFacing;
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int i = 0;
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for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) {
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for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) {
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int point_index = tile_u + tile_v * spatch.count_u;
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SimpleVertex v0 = *spatch.points[point_index];
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SimpleVertex v1 = *spatch.points[point_index + 1];
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SimpleVertex v2 = *spatch.points[point_index + spatch.count_u];
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SimpleVertex v3 = *spatch.points[point_index + spatch.count_u + 1];
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// Generate UV. TODO: Do this even if UV specified in control points?
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if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
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float u = (tile_u - tile_min_u) * tu_width;
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float v = (tile_v - tile_min_v) * tv_height;
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v0.uv[0] = u;
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v0.uv[1] = v;
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v1.uv[0] = u + tu_width;
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v1.uv[1] = v;
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v2.uv[0] = u;
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v2.uv[1] = v + tv_height;
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v3.uv[0] = u + tu_width;
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v3.uv[1] = v + tv_height;
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}
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// Generate normal if lighting is enabled (otherwise there's no point).
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// This is a really poor quality algorithm, we get facet normals.
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if (computeNormals) {
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Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos);
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norm.Normalize();
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if (patchFacing)
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norm *= -1.0f;
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v0.nrm = norm;
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v1.nrm = norm;
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v2.nrm = norm;
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v3.nrm = norm;
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}
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int idx0 = i * 4 + 0;
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int idx1 = i * 4 + 1;
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int idx2 = i * 4 + 2;
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int idx3 = i * 4 + 3;
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i++;
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CopyQuad(dest, &v0, &v1, &v2, &v3);
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CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3);
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count += 6;
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}
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}
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}
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static inline void AccumulateWeighted(Vec3f &out, const Vec3Packedf &in, const Vec4f &w) {
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#ifdef _M_SSE
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out.vec = _mm_add_ps(out.vec, _mm_mul_ps(_mm_loadu_ps(in.AsArray()), w.vec));
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#else
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out += in * w.x;
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#endif
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}
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static inline void AccumulateWeighted(Vec4f &out, const Vec4f &in, const Vec4f &w) {
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#ifdef _M_SSE
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out.vec = _mm_add_ps(out.vec, _mm_mul_ps(in.vec, w.vec));
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#else
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out += in * w;
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#endif
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}
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template <bool origNrm, bool origCol, bool origTc, bool useSSE4>
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static void SplinePatchFullQuality(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) {
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// Full (mostly) correct tessellation of spline patches.
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// Not very fast.
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float *knot_u = new float[spatch.count_u + 4];
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float *knot_v = new float[spatch.count_v + 4];
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spline_knot(spatch.count_u - 1, spatch.type_u, knot_u);
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spline_knot(spatch.count_v - 1, spatch.type_v, knot_v);
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// Increase tessellation based on the size. Should be approximately right?
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int patch_div_s = (spatch.count_u - 3) * spatch.tess_u;
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int patch_div_t = (spatch.count_v - 3) * spatch.tess_v;
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if (quality > 1) {
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// Don't cut below 2, though.
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if (patch_div_s > 2) {
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patch_div_s /= quality;
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}
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if (patch_div_t > 2) {
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patch_div_t /= quality;
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}
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}
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// Downsample until it fits, in case crazy tessellation factors are sent.
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while ((patch_div_s + 1) * (patch_div_t + 1) > maxVertices) {
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patch_div_s /= 2;
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patch_div_t /= 2;
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}
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if (patch_div_s < 1) patch_div_s = 1;
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if (patch_div_t < 1) patch_div_t = 1;
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// First compute all the vertices and put them in an array
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SimpleVertex *&vertices = (SimpleVertex*&)dest;
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float tu_width = (float)spatch.count_u - 3.0f;
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float tv_height = (float)spatch.count_v - 3.0f;
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// int max_idx = spatch.count_u * spatch.count_v;
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bool computeNormals = spatch.computeNormals;
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float one_over_patch_div_s = 1.0f / (float)(patch_div_s);
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float one_over_patch_div_t = 1.0f / (float)(patch_div_t);
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for (int tile_v = 0; tile_v < patch_div_t + 1; tile_v++) {
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float v = (float)tile_v * (float)(spatch.count_v - 3) * one_over_patch_div_t;
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if (v < 0.0f)
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v = 0.0f;
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for (int tile_u = 0; tile_u < patch_div_s + 1; tile_u++) {
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float u = (float)tile_u * (float)(spatch.count_u - 3) * one_over_patch_div_s;
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if (u < 0.0f)
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u = 0.0f;
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SimpleVertex *vert = &vertices[tile_v * (patch_div_s + 1) + tile_u];
|
|
Vec4f vert_color(0, 0, 0, 0);
|
|
Vec3f vert_pos;
|
|
vert_pos.SetZero();
|
|
Vec3f vert_nrm;
|
|
if (origNrm) {
|
|
vert_nrm.SetZero();
|
|
}
|
|
if (origCol) {
|
|
vert_color.SetZero();
|
|
} else {
|
|
memcpy(vert->color, spatch.points[0]->color, 4);
|
|
}
|
|
if (origTc) {
|
|
vert->uv[0] = 0.0f;
|
|
vert->uv[1] = 0.0f;
|
|
} else {
|
|
vert->uv[0] = tu_width * ((float)tile_u * one_over_patch_div_s);
|
|
vert->uv[1] = tv_height * ((float)tile_v * one_over_patch_div_t);
|
|
}
|
|
|
|
|
|
// Collect influences from surrounding control points.
|
|
float u_weights[4];
|
|
float v_weights[4];
|
|
|
|
int iu = (int)u;
|
|
int iv = (int)v;
|
|
|
|
// TODO: Would really like to fix the surrounding logic somehow to get rid of these but I can't quite get it right..
|
|
// Without the previous epsilons and with large count_u, we will end up doing an out of bounds access later without these.
|
|
if (iu >= spatch.count_u - 3) iu = spatch.count_u - 4;
|
|
if (iv >= spatch.count_v - 3) iv = spatch.count_v - 4;
|
|
|
|
spline_n_4(iu, u, knot_u, u_weights);
|
|
spline_n_4(iv, v, knot_v, v_weights);
|
|
|
|
// Handle degenerate patches. without this, spatch.points[] may read outside the number of initialized points.
|
|
int patch_w = std::min(spatch.count_u - iu, 4);
|
|
int patch_h = std::min(spatch.count_v - iv, 4);
|
|
|
|
for (int ii = 0; ii < patch_w; ++ii) {
|
|
for (int jj = 0; jj < patch_h; ++jj) {
|
|
float u_spline = u_weights[ii];
|
|
float v_spline = v_weights[jj];
|
|
float f = u_spline * v_spline;
|
|
|
|
if (f > 0.0f) {
|
|
#ifdef _M_SSE
|
|
Vec4f fv(_mm_set_ps1(f));
|
|
#else
|
|
Vec4f fv = Vec4f::AssignToAll(f);
|
|
#endif
|
|
int idx = spatch.count_u * (iv + jj) + (iu + ii);
|
|
/*
|
|
if (idx >= max_idx) {
|
|
char temp[512];
|
|
snprintf(temp, sizeof(temp), "count_u: %d count_v: %d patch_w: %d patch_h: %d ii: %d jj: %d iu: %d iv: %d patch_div_s: %d patch_div_t: %d\n", spatch.count_u, spatch.count_v, patch_w, patch_h, ii, jj, iu, iv, patch_div_s, patch_div_t);
|
|
OutputDebugStringA(temp);
|
|
Crash();
|
|
}*/
|
|
SimpleVertex *a = spatch.points[idx];
|
|
AccumulateWeighted(vert_pos, a->pos, fv);
|
|
if (origTc) {
|
|
vert->uv[0] += a->uv[0] * f;
|
|
vert->uv[1] += a->uv[1] * f;
|
|
}
|
|
if (origCol) {
|
|
Vec4f a_color = Vec4f::FromRGBA(a->color_32);
|
|
AccumulateWeighted(vert_color, a_color, fv);
|
|
}
|
|
if (origNrm) {
|
|
AccumulateWeighted(vert_nrm, a->nrm, fv);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
vert->pos = vert_pos;
|
|
if (origNrm) {
|
|
#ifdef _M_SSE
|
|
const __m128 normalize = SSENormalizeMultiplier(useSSE4, vert_nrm.vec);
|
|
vert_nrm.vec = _mm_mul_ps(vert_nrm.vec, normalize);
|
|
#else
|
|
vert_nrm.Normalize();
|
|
#endif
|
|
vert->nrm = vert_nrm;
|
|
} else {
|
|
vert->nrm.SetZero();
|
|
vert->nrm.z = 1.0f;
|
|
}
|
|
if (origCol) {
|
|
vert->color_32 = vert_color.ToRGBA();
|
|
}
|
|
}
|
|
}
|
|
|
|
delete[] knot_u;
|
|
delete[] knot_v;
|
|
|
|
// Hacky normal generation through central difference.
|
|
if (computeNormals && !origNrm) {
|
|
#ifdef _M_SSE
|
|
const __m128 facing = spatch.patchFacing ? _mm_set_ps1(-1.0f) : _mm_set_ps1(1.0f);
|
|
#endif
|
|
|
|
for (int v = 0; v < patch_div_t + 1; v++) {
|
|
Vec3f vl_pos = vertices[v * (patch_div_s + 1)].pos;
|
|
Vec3f vc_pos = vertices[v * (patch_div_s + 1)].pos;
|
|
|
|
for (int u = 0; u < patch_div_s + 1; u++) {
|
|
const int t = std::max(0, v - 1);
|
|
const int r = std::min(patch_div_s, u + 1);
|
|
const int b = std::min(patch_div_t, v + 1);
|
|
|
|
const Vec3f vr_pos = vertices[v * (patch_div_s + 1) + r].pos;
|
|
|
|
#ifdef _M_SSE
|
|
const __m128 right = _mm_sub_ps(vr_pos.vec, vl_pos.vec);
|
|
|
|
const Vec3f vb_pos = vertices[b * (patch_div_s + 1) + u].pos;
|
|
const Vec3f vt_pos = vertices[t * (patch_div_s + 1) + u].pos;
|
|
const __m128 down = _mm_sub_ps(vb_pos.vec, vt_pos.vec);
|
|
|
|
const __m128 crossed = SSECrossProduct(right, down);
|
|
const __m128 normalize = SSENormalizeMultiplier(useSSE4, crossed);
|
|
|
|
Vec3f finalNrm = _mm_mul_ps(normalize, _mm_mul_ps(crossed, facing));
|
|
vertices[v * (patch_div_s + 1) + u].nrm = finalNrm;
|
|
#else
|
|
const Vec3Packedf &right = vr_pos - vl_pos;
|
|
const Vec3Packedf &down = vertices[b * (patch_div_s + 1) + u].pos - vertices[t * (patch_div_s + 1) + u].pos;
|
|
|
|
vertices[v * (patch_div_s + 1) + u].nrm = Cross(right, down).Normalized();
|
|
if (spatch.patchFacing) {
|
|
vertices[v * (patch_div_s + 1) + u].nrm *= -1.0f;
|
|
}
|
|
#endif
|
|
|
|
// Rotate for the next one to the right.
|
|
vl_pos = vc_pos;
|
|
vc_pos = vr_pos;
|
|
}
|
|
}
|
|
}
|
|
|
|
GEPatchPrimType prim_type = spatch.primType;
|
|
// Tessellate.
|
|
for (int tile_v = 0; tile_v < patch_div_t; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < patch_div_s; ++tile_u) {
|
|
int idx0 = tile_v * (patch_div_s + 1) + tile_u;
|
|
int idx1 = tile_v * (patch_div_s + 1) + tile_u + 1;
|
|
int idx2 = (tile_v + 1) * (patch_div_s + 1) + tile_u;
|
|
int idx3 = (tile_v + 1) * (patch_div_s + 1) + tile_u + 1;
|
|
|
|
CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3);
|
|
count += 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
template <bool origNrm, bool origCol, bool origTc>
|
|
static inline void SplinePatchFullQualityDispatch4(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) {
|
|
if (cpu_info.bSSE4_1)
|
|
SplinePatchFullQuality<origNrm, origCol, origTc, true>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
else
|
|
SplinePatchFullQuality<origNrm, origCol, origTc, false>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
}
|
|
|
|
template <bool origNrm, bool origCol>
|
|
static inline void SplinePatchFullQualityDispatch3(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) {
|
|
bool origTc = (origVertType & GE_VTYPE_TC_MASK) != 0;
|
|
|
|
if (origTc)
|
|
SplinePatchFullQualityDispatch4<origNrm, origCol, true>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
else
|
|
SplinePatchFullQualityDispatch4<origNrm, origCol, false>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
}
|
|
|
|
template <bool origNrm>
|
|
static inline void SplinePatchFullQualityDispatch2(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) {
|
|
bool origCol = (origVertType & GE_VTYPE_COL_MASK) != 0;
|
|
|
|
if (origCol)
|
|
SplinePatchFullQualityDispatch3<origNrm, true>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
else
|
|
SplinePatchFullQualityDispatch3<origNrm, false>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
}
|
|
|
|
static void SplinePatchFullQualityDispatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int quality, int maxVertices) {
|
|
bool origNrm = (origVertType & GE_VTYPE_NRM_MASK) != 0;
|
|
|
|
if (origNrm)
|
|
SplinePatchFullQualityDispatch2<true>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
else
|
|
SplinePatchFullQualityDispatch2<false>(dest, indices, count, spatch, origVertType, quality, maxVertices);
|
|
}
|
|
|
|
void TessellateSplinePatch(u8 *&dest, u16 *indices, int &count, const SplinePatchLocal &spatch, u32 origVertType, int maxVertexCount) {
|
|
switch (g_Config.iSplineBezierQuality) {
|
|
case LOW_QUALITY:
|
|
_SplinePatchLowQuality(dest, indices, count, spatch, origVertType);
|
|
break;
|
|
case MEDIUM_QUALITY:
|
|
SplinePatchFullQualityDispatch(dest, indices, count, spatch, origVertType, 2, maxVertexCount);
|
|
break;
|
|
case HIGH_QUALITY:
|
|
SplinePatchFullQualityDispatch(dest, indices, count, spatch, origVertType, 1, maxVertexCount);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void _BezierPatchLowQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
|
|
const float third = 1.0f / 3.0f;
|
|
// Fast and easy way - just draw the control points, generate some very basic normal vector subsitutes.
|
|
// Very inaccurate though but okay for Loco Roco. Maybe should keep it as an option.
|
|
|
|
float u_base = patch.u_index / 3.0f;
|
|
float v_base = patch.v_index / 3.0f;
|
|
|
|
GEPatchPrimType prim_type = patch.primType;
|
|
|
|
for (int tile_v = 0; tile_v < 3; tile_v++) {
|
|
for (int tile_u = 0; tile_u < 3; tile_u++) {
|
|
int point_index = tile_u + tile_v * 4;
|
|
|
|
SimpleVertex v0 = *patch.points[point_index];
|
|
SimpleVertex v1 = *patch.points[point_index + 1];
|
|
SimpleVertex v2 = *patch.points[point_index + 4];
|
|
SimpleVertex v3 = *patch.points[point_index + 5];
|
|
|
|
// Generate UV. TODO: Do this even if UV specified in control points?
|
|
if ((origVertType & GE_VTYPE_TC_MASK) == 0) {
|
|
float u = u_base + tile_u * third;
|
|
float v = v_base + tile_v * third;
|
|
v0.uv[0] = u;
|
|
v0.uv[1] = v;
|
|
v1.uv[0] = u + third;
|
|
v1.uv[1] = v;
|
|
v2.uv[0] = u;
|
|
v2.uv[1] = v + third;
|
|
v3.uv[0] = u + third;
|
|
v3.uv[1] = v + third;
|
|
}
|
|
|
|
// Generate normal if lighting is enabled (otherwise there's no point).
|
|
// This is a really poor quality algorithm, we get facet normals.
|
|
if (patch.computeNormals) {
|
|
Vec3Packedf norm = Cross(v1.pos - v0.pos, v2.pos - v0.pos);
|
|
norm.Normalize();
|
|
if (patch.patchFacing)
|
|
norm *= -1.0f;
|
|
v0.nrm = norm;
|
|
v1.nrm = norm;
|
|
v2.nrm = norm;
|
|
v3.nrm = norm;
|
|
}
|
|
|
|
int total = patch.index * 3 * 3 * 4; // A patch has 3x3 tiles, and each tiles have 4 vertices.
|
|
int tile_index = tile_u + tile_v * 3;
|
|
int idx0 = total + tile_index * 4 + 0;
|
|
int idx1 = total + tile_index * 4 + 1;
|
|
int idx2 = total + tile_index * 4 + 2;
|
|
int idx3 = total + tile_index * 4 + 3;
|
|
|
|
CopyQuad(dest, &v0, &v1, &v2, &v3);
|
|
CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3);
|
|
count += 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
template <typename T>
|
|
struct PrecomputedCurves {
|
|
PrecomputedCurves(int count) {
|
|
horiz1 = (T *)AllocateAlignedMemory(count * 4 * sizeof(T), 16);
|
|
horiz2 = horiz1 + count * 1;
|
|
horiz3 = horiz1 + count * 2;
|
|
horiz4 = horiz1 + count * 3;
|
|
}
|
|
~PrecomputedCurves() {
|
|
FreeAlignedMemory(horiz1);
|
|
}
|
|
|
|
T Bernstein3D(int u, float bv) {
|
|
return ::Bernstein3D(horiz1[u], horiz2[u], horiz3[u], horiz4[u], bv);
|
|
}
|
|
|
|
T Bernstein3DDerivative(int u, float bv) {
|
|
return ::Bernstein3DDerivative(horiz1[u], horiz2[u], horiz3[u], horiz4[u], bv);
|
|
}
|
|
|
|
T *horiz1;
|
|
T *horiz2;
|
|
T *horiz3;
|
|
T *horiz4;
|
|
};
|
|
|
|
static void _BezierPatchHighQuality(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
|
|
const float third = 1.0f / 3.0f;
|
|
|
|
// First compute all the vertices and put them in an array
|
|
SimpleVertex *&vertices = (SimpleVertex*&)dest;
|
|
|
|
PrecomputedCurves<Vec3f> prepos(tess_u + 1);
|
|
PrecomputedCurves<Vec4f> precol(tess_u + 1);
|
|
PrecomputedCurves<Math3D::Vec2f> pretex(tess_u + 1);
|
|
PrecomputedCurves<Vec3f> prederivU(tess_u + 1);
|
|
|
|
const bool computeNormals = patch.computeNormals;
|
|
const bool sampleColors = (origVertType & GE_VTYPE_COL_MASK) != 0;
|
|
const bool sampleTexcoords = (origVertType & GE_VTYPE_TC_MASK) != 0;
|
|
|
|
// Precompute the horizontal curves to we only have to evaluate the vertical ones.
|
|
for (int i = 0; i < tess_u + 1; i++) {
|
|
float u = ((float)i / (float)tess_u);
|
|
prepos.horiz1[i] = Bernstein3D(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, u);
|
|
prepos.horiz2[i] = Bernstein3D(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, u);
|
|
prepos.horiz3[i] = Bernstein3D(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, u);
|
|
prepos.horiz4[i] = Bernstein3D(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, u);
|
|
|
|
if (sampleColors) {
|
|
precol.horiz1[i] = Bernstein3D(patch.points[0]->color_32, patch.points[1]->color_32, patch.points[2]->color_32, patch.points[3]->color_32, u);
|
|
precol.horiz2[i] = Bernstein3D(patch.points[4]->color_32, patch.points[5]->color_32, patch.points[6]->color_32, patch.points[7]->color_32, u);
|
|
precol.horiz3[i] = Bernstein3D(patch.points[8]->color_32, patch.points[9]->color_32, patch.points[10]->color_32, patch.points[11]->color_32, u);
|
|
precol.horiz4[i] = Bernstein3D(patch.points[12]->color_32, patch.points[13]->color_32, patch.points[14]->color_32, patch.points[15]->color_32, u);
|
|
}
|
|
if (sampleTexcoords) {
|
|
pretex.horiz1[i] = Bernstein3D(Math3D::Vec2f(patch.points[0]->uv), Math3D::Vec2f(patch.points[1]->uv), Math3D::Vec2f(patch.points[2]->uv), Math3D::Vec2f(patch.points[3]->uv), u);
|
|
pretex.horiz2[i] = Bernstein3D(Math3D::Vec2f(patch.points[4]->uv), Math3D::Vec2f(patch.points[5]->uv), Math3D::Vec2f(patch.points[6]->uv), Math3D::Vec2f(patch.points[7]->uv), u);
|
|
pretex.horiz3[i] = Bernstein3D(Math3D::Vec2f(patch.points[8]->uv), Math3D::Vec2f(patch.points[9]->uv), Math3D::Vec2f(patch.points[10]->uv), Math3D::Vec2f(patch.points[11]->uv), u);
|
|
pretex.horiz4[i] = Bernstein3D(Math3D::Vec2f(patch.points[12]->uv), Math3D::Vec2f(patch.points[13]->uv), Math3D::Vec2f(patch.points[14]->uv), Math3D::Vec2f(patch.points[15]->uv), u);
|
|
}
|
|
|
|
if (computeNormals) {
|
|
prederivU.horiz1[i] = Bernstein3DDerivative(patch.points[0]->pos, patch.points[1]->pos, patch.points[2]->pos, patch.points[3]->pos, u);
|
|
prederivU.horiz2[i] = Bernstein3DDerivative(patch.points[4]->pos, patch.points[5]->pos, patch.points[6]->pos, patch.points[7]->pos, u);
|
|
prederivU.horiz3[i] = Bernstein3DDerivative(patch.points[8]->pos, patch.points[9]->pos, patch.points[10]->pos, patch.points[11]->pos, u);
|
|
prederivU.horiz4[i] = Bernstein3DDerivative(patch.points[12]->pos, patch.points[13]->pos, patch.points[14]->pos, patch.points[15]->pos, u);
|
|
}
|
|
}
|
|
|
|
|
|
for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) {
|
|
float u = ((float)tile_u / (float)tess_u);
|
|
float v = ((float)tile_v / (float)tess_v);
|
|
float bv = v;
|
|
|
|
SimpleVertex &vert = vertices[tile_v * (tess_u + 1) + tile_u];
|
|
|
|
if (computeNormals) {
|
|
const Vec3f derivU = prederivU.Bernstein3D(tile_u, bv);
|
|
const Vec3f derivV = prepos.Bernstein3DDerivative(tile_u, bv);
|
|
|
|
vert.nrm = Cross(derivU, derivV).Normalized();
|
|
if (patch.patchFacing)
|
|
vert.nrm *= -1.0f;
|
|
} else {
|
|
vert.nrm.SetZero();
|
|
}
|
|
|
|
vert.pos = prepos.Bernstein3D(tile_u, bv);
|
|
|
|
if (!sampleTexcoords) {
|
|
// Generate texcoord
|
|
vert.uv[0] = u + patch.u_index * third;
|
|
vert.uv[1] = v + patch.v_index * third;
|
|
} else {
|
|
// Sample UV from control points
|
|
const Math3D::Vec2f res = pretex.Bernstein3D(tile_u, bv);
|
|
vert.uv[0] = res.x;
|
|
vert.uv[1] = res.y;
|
|
}
|
|
|
|
if (sampleColors) {
|
|
vert.color_32 = precol.Bernstein3D(tile_u, bv).ToRGBA();
|
|
} else {
|
|
memcpy(vert.color, patch.points[0]->color, 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
GEPatchPrimType prim_type = patch.primType;
|
|
// Combine the vertices into triangles.
|
|
for (int tile_v = 0; tile_v < tess_v; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < tess_u; ++tile_u) {
|
|
int total = patch.index * (tess_u + 1) * (tess_v + 1);
|
|
int idx0 = total + tile_v * (tess_u + 1) + tile_u;
|
|
int idx1 = total + tile_v * (tess_u + 1) + tile_u + 1;
|
|
int idx2 = total + (tile_v + 1) * (tess_u + 1) + tile_u;
|
|
int idx3 = total + (tile_v + 1) * (tess_u + 1) + tile_u + 1;
|
|
|
|
CopyQuadIndex(indices, prim_type, idx0, idx1, idx2, idx3);
|
|
count += 6;
|
|
}
|
|
}
|
|
dest += (tess_u + 1) * (tess_v + 1) * sizeof(SimpleVertex);
|
|
}
|
|
|
|
// Prepare mesh of one patch for "Instanced Tessellation".
|
|
static void TessellateBezierPatchHardware(u8 *&dest, u16 *indices, int &count, int tess_u, int tess_v, GEPatchPrimType primType) {
|
|
SimpleVertex *&vertices = (SimpleVertex*&)dest;
|
|
|
|
float inv_u = 1.0f / (float)tess_u;
|
|
float inv_v = 1.0f / (float)tess_v;
|
|
|
|
// Generating simple input vertices for the bezier-computing vertex shader.
|
|
for (int tile_v = 0; tile_v < tess_v + 1; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < tess_u + 1; ++tile_u) {
|
|
SimpleVertex &vert = vertices[tile_v * (tess_u + 1) + tile_u];
|
|
|
|
vert.pos.x = (float)tile_u * inv_u;
|
|
vert.pos.y = (float)tile_v * inv_v;
|
|
}
|
|
}
|
|
|
|
// Combine the vertices into triangles.
|
|
for (int tile_v = 0; tile_v < tess_v; ++tile_v) {
|
|
for (int tile_u = 0; tile_u < tess_u; ++tile_u) {
|
|
int idx0 = tile_v * (tess_u + 1) + tile_u;
|
|
int idx1 = tile_v * (tess_u + 1) + tile_u + 1;
|
|
int idx2 = (tile_v + 1) * (tess_u + 1) + tile_u;
|
|
int idx3 = (tile_v + 1) * (tess_u + 1) + tile_u + 1;
|
|
|
|
CopyQuadIndex(indices, primType, idx0, idx1, idx2, idx3);
|
|
count += 6;
|
|
}
|
|
}
|
|
}
|
|
|
|
void TessellateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType) {
|
|
switch (g_Config.iSplineBezierQuality) {
|
|
case LOW_QUALITY:
|
|
_BezierPatchLowQuality(dest, indices, count, tess_u, tess_v, patch, origVertType);
|
|
break;
|
|
case MEDIUM_QUALITY:
|
|
_BezierPatchHighQuality(dest, indices, count, tess_u / 2, tess_v / 2, patch, origVertType);
|
|
break;
|
|
case HIGH_QUALITY:
|
|
_BezierPatchHighQuality(dest, indices, count, tess_u, tess_v, patch, origVertType);
|
|
break;
|
|
}
|
|
}
|
|
|
|
class IndexConverter {
|
|
private:
|
|
union {
|
|
const void *indices;
|
|
const u8 *indices8;
|
|
const u16 *indices16;
|
|
const u32 *indices32;
|
|
};
|
|
u32 indexType;
|
|
public:
|
|
IndexConverter(u32 vertType, const void *indices) : indices(indices), indexType(vertType & GE_VTYPE_IDX_MASK) {}
|
|
|
|
inline u32 convert(u32 index) const {
|
|
switch (indexType) {
|
|
case GE_VTYPE_IDX_8BIT:
|
|
return indices8[index];
|
|
case GE_VTYPE_IDX_16BIT:
|
|
return indices16[index];
|
|
case GE_VTYPE_IDX_32BIT:
|
|
return indices32[index];
|
|
}
|
|
return index;
|
|
}
|
|
};
|
|
|
|
// This maps GEPatchPrimType to GEPrimitiveType.
|
|
const GEPrimitiveType primType[] = { GE_PRIM_TRIANGLES, GE_PRIM_LINES, GE_PRIM_POINTS, GE_PRIM_POINTS };
|
|
|
|
void DrawEngineCommon::SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead) {
|
|
PROFILE_THIS_SCOPE("spline");
|
|
DispatchFlush();
|
|
|
|
u16 index_lower_bound = 0;
|
|
u16 index_upper_bound = count_u * count_v - 1;
|
|
IndexConverter idxConv(vertType, indices);
|
|
if (indices)
|
|
GetIndexBounds(indices, count_u * count_v, vertType, &index_lower_bound, &index_upper_bound);
|
|
|
|
VertexDecoder *origVDecoder = GetVertexDecoder((vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24));
|
|
*bytesRead = count_u * count_v * origVDecoder->VertexSize();
|
|
|
|
// Real hardware seems to draw nothing when given < 4 either U or V.
|
|
if (count_u < 4 || count_v < 4) {
|
|
return;
|
|
}
|
|
|
|
// Simplify away bones and morph before proceeding
|
|
SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
|
|
u8 *temp_buffer = decoded + 65536 * 18;
|
|
|
|
u32 origVertType = vertType;
|
|
vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);
|
|
|
|
VertexDecoder *vdecoder = GetVertexDecoder(vertType);
|
|
|
|
int vertexSize = vdecoder->VertexSize();
|
|
if (vertexSize != sizeof(SimpleVertex)) {
|
|
ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
|
|
}
|
|
|
|
// TODO: Do something less idiotic to manage this buffer
|
|
SimpleVertex **points = new SimpleVertex *[count_u * count_v];
|
|
|
|
// Make an array of pointers to the control points, to get rid of indices.
|
|
for (int idx = 0; idx < count_u * count_v; idx++) {
|
|
points[idx] = simplified_control_points + (indices ? idxConv.convert(idx) : idx);
|
|
}
|
|
|
|
int count = 0;
|
|
|
|
u8 *dest = splineBuffer;
|
|
|
|
SplinePatchLocal patch;
|
|
patch.tess_u = tess_u;
|
|
patch.tess_v = tess_v;
|
|
patch.type_u = type_u;
|
|
patch.type_v = type_v;
|
|
patch.count_u = count_u;
|
|
patch.count_v = count_v;
|
|
patch.points = points;
|
|
patch.computeNormals = computeNormals;
|
|
patch.primType = prim_type;
|
|
patch.patchFacing = patchFacing;
|
|
|
|
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
|
|
int stride = g_Config.iGPUBackend == GPU_BACKEND_VULKAN || g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D11 ? 4 : 3;
|
|
float *pos = (float*)(decoded + 65536 * 18); // Size 3 float (4 for Vulkan and D3D11)
|
|
float *tex = pos + count_u * count_v * stride; // Size 3 float (4 for Vulkan and D3D11)
|
|
float *col = tex + count_u * count_v * stride; // Size 4 float
|
|
const bool hasColor = (origVertType & GE_VTYPE_COL_MASK) != 0;
|
|
const bool hasTexCoords = (origVertType & GE_VTYPE_TC_MASK) != 0;
|
|
|
|
for (int idx = 0; idx < count_u * count_v; idx++) {
|
|
memcpy(pos + idx * stride, points[idx]->pos.AsArray(), 3 * sizeof(float));
|
|
if (hasTexCoords)
|
|
memcpy(tex + idx * stride, points[idx]->uv, 2 * sizeof(float));
|
|
if (hasColor)
|
|
memcpy(col + idx * 4, Vec4f::FromRGBA(points[idx]->color_32).AsArray(), 4 * sizeof(float));
|
|
}
|
|
if (!hasColor)
|
|
memcpy(col, Vec4f::FromRGBA(points[0]->color_32).AsArray(), 4 * sizeof(float));
|
|
|
|
tessDataTransfer->SendDataToShader(pos, tex, col, count_u * count_v, hasColor, hasTexCoords);
|
|
TessellateSplinePatchHardware(dest, quadIndices_, count, patch);
|
|
numPatches = (count_u - 3) * (count_v - 3);
|
|
} else {
|
|
int maxVertexCount = SPLINE_BUFFER_SIZE / vertexSize;
|
|
TessellateSplinePatch(dest, quadIndices_, count, patch, origVertType, maxVertexCount);
|
|
}
|
|
delete[] points;
|
|
|
|
u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
|
|
|
|
UVScale prevUVScale;
|
|
if ((origVertType & GE_VTYPE_TC_MASK) != 0) {
|
|
// We scaled during Normalize already so let's turn it off when drawing.
|
|
prevUVScale = gstate_c.uv;
|
|
gstate_c.uv.uScale = 1.0f;
|
|
gstate_c.uv.vScale = 1.0f;
|
|
gstate_c.uv.uOff = 0.0f;
|
|
gstate_c.uv.vOff = 0.0f;
|
|
}
|
|
|
|
int generatedBytesRead;
|
|
DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &generatedBytesRead);
|
|
|
|
DispatchFlush();
|
|
|
|
if ((origVertType & GE_VTYPE_TC_MASK) != 0) {
|
|
gstate_c.uv = prevUVScale;
|
|
}
|
|
}
|
|
|
|
void DrawEngineCommon::SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead) {
|
|
PROFILE_THIS_SCOPE("bezier");
|
|
|
|
DispatchFlush();
|
|
|
|
u16 index_lower_bound = 0;
|
|
u16 index_upper_bound = count_u * count_v - 1;
|
|
IndexConverter idxConv(vertType, indices);
|
|
if (indices)
|
|
GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);
|
|
|
|
VertexDecoder *origVDecoder = GetVertexDecoder((vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24));
|
|
*bytesRead = count_u * count_v * origVDecoder->VertexSize();
|
|
|
|
// Real hardware seems to draw nothing when given < 4 either U or V.
|
|
// This would result in num_patches_u / num_patches_v being 0.
|
|
if (count_u < 4 || count_v < 4) {
|
|
return;
|
|
}
|
|
|
|
// Simplify away bones and morph before proceeding
|
|
// There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great.
|
|
SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
|
|
u8 *temp_buffer = decoded + 65536 * 18;
|
|
|
|
u32 origVertType = vertType;
|
|
vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);
|
|
|
|
VertexDecoder *vdecoder = GetVertexDecoder(vertType);
|
|
|
|
int vertexSize = vdecoder->VertexSize();
|
|
if (vertexSize != sizeof(SimpleVertex)) {
|
|
ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
|
|
}
|
|
|
|
int stride = g_Config.iGPUBackend == GPU_BACKEND_VULKAN || g_Config.iGPUBackend == GPU_BACKEND_DIRECT3D11 ? 4 : 3;
|
|
float *pos = (float*)(decoded + 65536 * 18); // Size 3 float (4 for Vulkan and D3D11)
|
|
float *tex = pos + count_u * count_v * stride; // Size 3 float (4 for Vulkan and D3D11)
|
|
float *col = tex + count_u * count_v * stride; // Size 4 float
|
|
const bool hasColor = (origVertType & GE_VTYPE_COL_MASK) != 0;
|
|
const bool hasTexCoords = (origVertType & GE_VTYPE_TC_MASK) != 0;
|
|
|
|
// Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing)
|
|
int num_patches_u = (count_u - 1) / 3;
|
|
int num_patches_v = (count_v - 1) / 3;
|
|
BezierPatch *patches = nullptr;
|
|
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
|
|
tessDataTransfer->PrepareBuffers(pos, tex, col, count_u * count_v, hasColor, hasTexCoords);
|
|
for (int idx = 0; idx < count_u * count_v; idx++) {
|
|
SimpleVertex *point = simplified_control_points + (indices ? idxConv.convert(idx) : idx);
|
|
memcpy(pos + idx * stride, point->pos.AsArray(), 3 * sizeof(float));
|
|
if (hasTexCoords)
|
|
memcpy(tex + idx * stride, point->uv, 2 * sizeof(float));
|
|
if (hasColor)
|
|
memcpy(col + idx * 4, Vec4f::FromRGBA(point->color_32).AsArray(), 4 * sizeof(float));
|
|
}
|
|
if (!hasColor) {
|
|
SimpleVertex *point = simplified_control_points + (indices ? idxConv.convert(0) : 0);
|
|
memcpy(col, Vec4f::FromRGBA(point->color_32).AsArray(), 4 * sizeof(float));
|
|
}
|
|
} else {
|
|
patches = new BezierPatch[num_patches_u * num_patches_v];
|
|
for (int patch_u = 0; patch_u < num_patches_u; patch_u++) {
|
|
for (int patch_v = 0; patch_v < num_patches_v; patch_v++) {
|
|
BezierPatch& patch = patches[patch_u + patch_v * num_patches_u];
|
|
for (int point = 0; point < 16; ++point) {
|
|
int idx = (patch_u * 3 + point % 4) + (patch_v * 3 + point / 4) * count_u;
|
|
patch.points[point] = simplified_control_points + (indices ? idxConv.convert(idx) : idx);
|
|
}
|
|
patch.u_index = patch_u * 3;
|
|
patch.v_index = patch_v * 3;
|
|
patch.index = patch_v * num_patches_u + patch_u;
|
|
patch.primType = prim_type;
|
|
patch.computeNormals = computeNormals;
|
|
patch.patchFacing = patchFacing;
|
|
}
|
|
}
|
|
}
|
|
|
|
int count = 0;
|
|
u8 *dest = splineBuffer;
|
|
|
|
// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
|
|
// like the splines, so we subdivide across the whole "mega-patch".
|
|
|
|
// If specified as 0, uses 1.
|
|
if (tess_u < 1) {
|
|
tess_u = 1;
|
|
}
|
|
if (tess_v < 1) {
|
|
tess_v = 1;
|
|
}
|
|
|
|
u16 *inds = quadIndices_;
|
|
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
|
|
tessDataTransfer->SendDataToShader(pos, tex, col, count_u * count_v, hasColor, hasTexCoords);
|
|
TessellateBezierPatchHardware(dest, inds, count, tess_u, tess_v, prim_type);
|
|
numPatches = num_patches_u * num_patches_v;
|
|
} else {
|
|
int maxVertices = SPLINE_BUFFER_SIZE / vertexSize;
|
|
// Downsample until it fits, in case crazy tessellation factors are sent.
|
|
while ((tess_u + 1) * (tess_v + 1) * num_patches_u * num_patches_v > maxVertices) {
|
|
tess_u /= 2;
|
|
tess_v /= 2;
|
|
}
|
|
for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
|
|
const BezierPatch &patch = patches[patch_idx];
|
|
TessellateBezierPatch(dest, inds, count, tess_u, tess_v, patch, origVertType);
|
|
}
|
|
delete[] patches;
|
|
}
|
|
|
|
u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
|
|
|
|
UVScale prevUVScale;
|
|
if (origVertType & GE_VTYPE_TC_MASK) {
|
|
// We scaled during Normalize already so let's turn it off when drawing.
|
|
prevUVScale = gstate_c.uv;
|
|
gstate_c.uv.uScale = 1.0f;
|
|
gstate_c.uv.vScale = 1.0f;
|
|
gstate_c.uv.uOff = 0;
|
|
gstate_c.uv.vOff = 0;
|
|
}
|
|
|
|
int generatedBytesRead;
|
|
DispatchSubmitPrim(splineBuffer, quadIndices_, primType[prim_type], count, vertTypeWithIndex16, &generatedBytesRead);
|
|
|
|
DispatchFlush();
|
|
|
|
if (origVertType & GE_VTYPE_TC_MASK) {
|
|
gstate_c.uv = prevUVScale;
|
|
}
|
|
}
|