ppsspp/GPU/Common/DrawEngineCommon.h

118 lines
4.2 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <vector>
#include <unordered_map>
#include "Common/CommonTypes.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/VertexDecoderCommon.h"
class VertexDecoder;
enum {
VERTEX_BUFFER_MAX = 65536,
DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 64,
DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 16,
SPLINE_BUFFER_SIZE = VERTEX_BUFFER_MAX * 26, // At least, this buffer needs greater than 1679616 bytes for Mist Dragon morphing in FF4CC.
};
class DrawEngineCommon {
public:
DrawEngineCommon();
virtual ~DrawEngineCommon();
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
// Flush is normally non-virtual but here's a virtual way to call it, used by the shared spline code, which is expensive anyway.
// Not really sure if these wrappers are worth it...
virtual void DispatchFlush() = 0;
// Same for SubmitPrim
virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) = 0;
void 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);
void 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);
std::vector<std::string> DebugGetVertexLoaderIDs();
std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType);
virtual void Resized();
protected:
virtual void ClearTrackedVertexArrays() {}
// Preprocessing for spline/bezier
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
void ApplyClearToMemory(int x1, int y1, int x2, int y2, u32 clearColor);
bool ApplyShaderBlending();
VertexDecoder *GetVertexDecoder(u32 vtype);
inline int IndexSize(u32 vtype) const {
const u32 indexType = (vtype & GE_VTYPE_IDX_MASK);
if (indexType == GE_VTYPE_IDX_16BIT) {
return 2;
} else if (indexType == GE_VTYPE_IDX_32BIT) {
return 4;
}
return 1;
}
// Vertex collector buffers
u8 *decoded;
u16 *decIndex;
u8 *splineBuffer;
// Cached vertex decoders
u32 lastVType_ = -1;
std::unordered_map<u32, VertexDecoder *> decoderMap_;
VertexDecoder *dec_;
VertexDecoderJitCache *decJitCache_;
VertexDecoderOptions decOptions_;
// Fixed index buffer for easy quad generation from spline/bezier
u16 *quadIndices_;
// Shader blending state
bool fboTexNeedBind_;
bool fboTexBound_;
// Hardware tessellation
int numPatches;
class TessellationDataTransfer {
protected:
int prevSize;
int prevSizeTex;
int prevSizeCol;
public:
virtual ~TessellationDataTransfer() {}
// Send spline/bezier's control points to vertex shader through floating point texture.
virtual void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) = 0;
virtual void PrepareBuffers(float *&pos, float *&tex, float *&col, int size, bool hasColor, bool hasTexCoords) {};
};
TessellationDataTransfer *tessDataTransfer;
};