mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-02 10:36:22 +00:00
16f4622ac7
Also removes some duplication between GL and the inactive D3D code.
1184 lines
36 KiB
C++
1184 lines
36 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 "base/timeutil.h"
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#include "Common/MemoryUtil.h"
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#include "Core/MemMap.h"
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#include "Core/Host.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 "helper/dx_state.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/TransformCommon.h"
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#include "GPU/Directx9/StateMappingDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/TransformPipelineDX9.h"
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#include "GPU/Directx9/VertexDecoderDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/GPU_DX9.h"
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namespace DX9 {
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const D3DPRIMITIVETYPE glprim[8] = {
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D3DPT_POINTLIST,
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D3DPT_LINELIST,
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D3DPT_LINESTRIP,
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D3DPT_TRIANGLELIST,
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D3DPT_TRIANGLESTRIP,
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D3DPT_TRIANGLEFAN,
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D3DPT_TRIANGLELIST, // With OpenGL ES we have to expand sprites into triangles, tripling the data instead of doubling. sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS?
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};
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#ifndef _XBOX
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// hrydgard's quick guesses - TODO verify
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static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
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{0, 0}, // invalid
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{1, 0}, // 1 = D3DPT_POINTLIST,
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{2, 0}, // 2 = D3DPT_LINELIST,
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{2, 1}, // 3 = D3DPT_LINESTRIP,
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{3, 0}, // 4 = D3DPT_TRIANGLELIST,
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{1, 2}, // 5 = D3DPT_TRIANGLESTRIP,
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{1, 2}, // 6 = D3DPT_TRIANGLEFAN,
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};
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#endif
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int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
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return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1];
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}
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enum {
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VERTEX_BUFFER_MAX = 65536,
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DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 48,
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DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 20,
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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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inline float clamp(float in, float min, float max) {
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return in < min ? min : (in > max ? max : in);
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}
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TransformDrawEngineDX9::TransformDrawEngineDX9()
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: collectedVerts(0),
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prevPrim_(GE_PRIM_INVALID),
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dec_(0),
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lastVType_(-1),
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shaderManager_(0),
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textureCache_(0),
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framebufferManager_(0),
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numDrawCalls(0),
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vertexCountInDrawCalls(0),
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uvScale(0) {
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decimationCounter_ = VERTEXCACHE_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);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
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transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
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transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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if (g_Config.bPrescaleUV) {
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uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
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}
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indexGen.Setup(decIndex);
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InitDeviceObjects();
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}
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TransformDrawEngineDX9::~TransformDrawEngineDX9() {
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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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FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
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delete iter->second;
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}
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delete [] uvScale;
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}
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void TransformDrawEngineDX9::InitDeviceObjects() {
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}
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void TransformDrawEngineDX9::DestroyDeviceObjects() {
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ClearTrackedVertexArrays();
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}
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struct DeclTypeInfo {
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u32 type;
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const char * name;
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};
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static const DeclTypeInfo VComp[] = {
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{0, "NULL"}, // DEC_NONE,
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{D3DDECLTYPE_FLOAT1 ,"D3DDECLTYPE_FLOAT1 "}, // DEC_FLOAT_1,
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{D3DDECLTYPE_FLOAT2 ,"D3DDECLTYPE_FLOAT2 "}, // DEC_FLOAT_2,
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{D3DDECLTYPE_FLOAT3 ,"D3DDECLTYPE_FLOAT3 "}, // DEC_FLOAT_3,
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{D3DDECLTYPE_FLOAT4 ,"D3DDECLTYPE_FLOAT4 "}, // DEC_FLOAT_4,
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#ifdef _XBOX
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{D3DDECLTYPE_BYTE4N ,"D3DDECLTYPE_BYTE4N "}, // DEC_S8_3,
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#else
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// Not supported in regular DX9 so faking, will cause graphics bugs until worked around
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{D3DDECLTYPE_UBYTE4 ,"D3DDECLTYPE_BYTE4N "}, // DEC_S8_3,
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#endif
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{D3DDECLTYPE_SHORT4N ,"D3DDECLTYPE_SHORT4N "}, // DEC_S16_3,
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{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_1,
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{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_2,
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{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_3,
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{D3DDECLTYPE_UBYTE4N ,"D3DDECLTYPE_UBYTE4N "}, // DEC_U8_4,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_1,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_2,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
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#ifdef _XBOX
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{D3DDECLTYPE_BYTE4 ,"D3DDECLTYPE_BYTE4 "}, // DEC_U8A_2,
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{D3DDECLTYPE_USHORT4 ,"D3DDECLTYPE_USHORT4 "}, // DEC_U16A_2,
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#else
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// Not supported in regular DX9 so faking, will cause graphics bugs until worked around
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{D3DDECLTYPE_UBYTE4 ,"D3DDECLTYPE_BYTE4 "}, // DEC_U8A_2,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4 "}, // DEC_U16A_2,
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#endif
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};
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static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) {
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memset(VertexElement, 0, sizeof(D3DVERTEXELEMENT9));
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VertexElement->Offset = offset;
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if (usage == D3DDECLUSAGE_COLOR && fmt == DEC_U8_4) {
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VertexElement->Type = D3DDECLTYPE_D3DCOLOR;
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} else {
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VertexElement->Type = VComp[fmt].type;
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}
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VertexElement->Usage = usage;
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VertexElement->UsageIndex = usage_index;
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}
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static IDirect3DVertexDeclaration9* pHardwareVertexDecl = NULL;
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static std::map<u32, IDirect3DVertexDeclaration9 *> vertexDeclMap;
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static D3DVERTEXELEMENT9 VertexElements[8];
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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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static void LogDecFmtForDraw(const DecVtxFormat &decFmt) {
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// Vertices Elements orders
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// WEIGHT
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if (decFmt.w0fmt != 0) {
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printf("decFmt.w0fmt -> %s (%d)\n", VComp[decFmt.w0fmt].name, decFmt.w0off);
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}
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if (decFmt.w1fmt != 0) {
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printf("decFmt.w1fmt -> %s (%d)\n", VComp[decFmt.w1fmt].name, decFmt.w1off);
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}
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// TC
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if (decFmt.uvfmt != 0) {
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printf("decFmt.uvfmt -> %s (%d)\n", VComp[decFmt.uvfmt].name, decFmt.uvoff);
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}
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// COLOR
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if (decFmt.c0fmt != 0) {
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printf("decFmt.c0fmt -> %s (%d)\n", VComp[decFmt.c0fmt].name, decFmt.c0off);
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}
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// NORMAL
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if (decFmt.nrmfmt != 0) {
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printf("decFmt.nrmfmt -> %s (%d)\n", VComp[decFmt.nrmfmt].name, decFmt.nrmoff);
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}
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// POSITION
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// Always
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printf("decFmt.posfmt -> %s (%d)\n", VComp[decFmt.posfmt].name, decFmt.posoff);
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printf("decFmt.stride => %d\n", decFmt.stride);
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//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
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}
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static void SetupDecFmtForDraw(LinkedShaderDX9 *program, const DecVtxFormat &decFmt, u32 pspFmt) {
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auto vertexDeclCached = vertexDeclMap.find(pspFmt);
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if (vertexDeclCached==vertexDeclMap.end()) {
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D3DVERTEXELEMENT9 * VertexElement = &VertexElements[0];
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int offset = 0;
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// Vertices Elements orders
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// WEIGHT
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if (decFmt.w0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, D3DDECLUSAGE_BLENDWEIGHT, 0);
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VertexElement++;
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}
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if (decFmt.w1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, D3DDECLUSAGE_BLENDWEIGHT, 1);
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VertexElement++;
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}
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// TC
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if (decFmt.uvfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, D3DDECLUSAGE_TEXCOORD);
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VertexElement++;
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}
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// COLOR
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if (decFmt.c0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, D3DDECLUSAGE_COLOR, 0);
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VertexElement++;
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}
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// Never used ?
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if (decFmt.c1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, D3DDECLUSAGE_COLOR, 1);
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VertexElement++;
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}
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// NORMAL
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if (decFmt.nrmfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, D3DDECLUSAGE_NORMAL, 0);
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VertexElement++;
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}
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// POSITION
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// Always
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VertexAttribSetup(VertexElement, decFmt.posfmt, decFmt.posoff, D3DDECLUSAGE_POSITION, 0);
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VertexElement++;
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// End
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D3DVERTEXELEMENT9 end = D3DDECL_END();
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memcpy(VertexElement, &end, sizeof(D3DVERTEXELEMENT9));
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// Create declaration
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pD3Ddevice->CreateVertexDeclaration( VertexElements, &pHardwareVertexDecl );
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// Add it to map
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vertexDeclMap[pspFmt] = pHardwareVertexDecl;
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// Log
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//LogDecFmtForDraw(decFmt);
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} else {
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// Set it from map
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pHardwareVertexDecl = vertexDeclCached->second;
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}
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}
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// The verts are in the order: BR BL TL TR
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static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
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float tempu = a.u;
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float tempv = a.v;
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a.u = b.u;
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a.v = b.v;
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b.u = tempu;
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b.v = tempv;
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}
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// 2 3 3 2 0 3 2 1
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// to to or
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// 1 0 0 1 1 2 3 0
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// See comment below where this was called before.
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/*
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static void RotateUV(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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SwapUVs(v[1], v[3]);
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}*/
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static void RotateUVThrough(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
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SwapUVs(v[1], v[3]);
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}
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// Clears on the PSP are best done by drawing a series of vertical strips
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// in clear mode. This tries to detect that.
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bool TransformDrawEngineDX9::IsReallyAClear(int numVerts) const {
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if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
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return false;
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u32 matchcolor;
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memcpy(&matchcolor, transformed[0].color0, 4);
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float matchz = transformed[0].z;
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int bufW = gstate_c.curRTWidth;
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int bufH = gstate_c.curRTHeight;
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float prevX = 0.0f;
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for (int i = 1; i < numVerts; i++) {
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u32 vcolor;
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memcpy(&vcolor, transformed[i].color0, 4);
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if (vcolor != matchcolor || transformed[i].z != matchz)
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return false;
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if ((i & 1) == 0) {
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// Top left of a rectangle
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if (transformed[i].y != 0)
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return false;
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if (i > 0 && transformed[i].x != transformed[i - 1].x)
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return false;
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} else {
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// Bottom right
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if (transformed[i].y != bufH)
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return false;
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if (transformed[i].x <= transformed[i - 1].x)
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return false;
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}
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}
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// The last vertical strip often extends outside the drawing area.
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if (transformed[numVerts - 1].x < bufW)
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return false;
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return true;
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}
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// This is the software transform pipeline, which is necessary for supporting RECT
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// primitives correctly, and may be easier to use for debugging than the hardware
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// transform pipeline.
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// There's code here that simply expands transformed RECTANGLES into plain triangles.
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// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
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// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
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// this code.
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// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
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// space and thus make decent use of hardware transform.
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// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
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// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
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void TransformDrawEngineDX9::SoftwareTransformAndDraw(
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int prim, u8 *decoded, LinkedShaderDX9 *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
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float uscale = 1.0f;
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float vscale = 1.0f;
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if (throughmode) {
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uscale /= gstate_c.curTextureWidth;
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vscale /= gstate_c.curTextureHeight;
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}
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int w = gstate.getTextureWidth(0);
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int h = gstate.getTextureHeight(0);
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float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
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float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
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Lighter lighter(vertType);
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float fog_end = getFloat24(gstate.fog1);
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float fog_slope = getFloat24(gstate.fog2);
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VertexReader reader(decoded, decVtxFormat, vertType);
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for (int index = 0; index < maxIndex; index++) {
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reader.Goto(index);
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float v[3] = {0, 0, 0};
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float c0[4] = {1, 1, 1, 1};
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float c1[4] = {0, 0, 0, 0};
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float uv[3] = {0, 0, 0};
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float fogCoef = 1.0f;
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if (throughmode) {
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// Do not touch the coordinates or the colors. No lighting.
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reader.ReadPos(v);
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if (reader.hasColor0()) {
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reader.ReadColor0(c0);
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for (int j = 0; j < 4; j++) {
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c1[j] = 0.0f;
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}
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} else {
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c0[0] = gstate.getMaterialAmbientA() / 255.f;
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c0[1] = gstate.getMaterialAmbientR() / 255.f;
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c0[2] = gstate.getMaterialAmbientG() / 255.f;
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c0[3] = gstate.getMaterialAmbientB() / 255.f;
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}
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if (reader.hasUV()) {
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reader.ReadUV(uv);
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uv[0] *= uscale;
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uv[1] *= vscale;
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}
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fogCoef = 1.0f;
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// Scale UV?
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} else {
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// We do software T&L for now
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float out[3], norm[3];
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float pos[3], nrm[3];
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Vec3f normal(0, 0, 1);
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reader.ReadPos(pos);
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if (reader.hasNormal())
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reader.ReadNrm(nrm);
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|
|
|
if ((vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
|
|
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
|
|
if (reader.hasNormal()) {
|
|
Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
|
|
normal = Vec3f(norm).Normalized();
|
|
}
|
|
} else {
|
|
float weights[8];
|
|
reader.ReadWeights(weights);
|
|
// Skinning
|
|
Vec3f psum(0,0,0);
|
|
Vec3f nsum(0,0,0);
|
|
int nweights = ((vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT) + 1;
|
|
for (int i = 0; i < nweights; i++)
|
|
{
|
|
if (weights[i] != 0.0f) {
|
|
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
|
|
Vec3f tpos(out);
|
|
psum += tpos * weights[i];
|
|
if (reader.hasNormal()) {
|
|
Norm3ByMatrix43(norm, nrm, gstate.boneMatrix+i*12);
|
|
Vec3f tnorm(norm);
|
|
nsum += tnorm * weights[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Yes, we really must multiply by the world matrix too.
|
|
Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
|
|
if (reader.hasNormal()) {
|
|
Norm3ByMatrix43(norm, nsum.AsArray(), gstate.worldMatrix);
|
|
normal = Vec3f(norm).Normalized();
|
|
}
|
|
}
|
|
|
|
// Perform lighting here if enabled. don't need to check through, it's checked above.
|
|
float unlitColor[4] = {1, 1, 1, 1};
|
|
if (reader.hasColor0()) {
|
|
reader.ReadColor0(unlitColor);
|
|
} else {
|
|
unlitColor[0] = gstate.getMaterialAmbientA() / 255.f;
|
|
unlitColor[1] = gstate.getMaterialAmbientR() / 255.f;
|
|
unlitColor[2] = gstate.getMaterialAmbientG() / 255.f;
|
|
unlitColor[3] = gstate.getMaterialAmbientB() / 255.f;
|
|
}
|
|
float litColor0[4];
|
|
float litColor1[4];
|
|
lighter.Light(litColor0, litColor1, unlitColor, out, normal);
|
|
|
|
if (gstate.isLightingEnabled()) {
|
|
// Don't ignore gstate.lmode - we should send two colors in that case
|
|
for (int j = 0; j < 4; j++) {
|
|
c0[j] = litColor0[j];
|
|
}
|
|
if (lmode) {
|
|
// Separate colors
|
|
for (int j = 0; j < 4; j++) {
|
|
c1[j] = litColor1[j];
|
|
}
|
|
} else {
|
|
// Summed color into c0
|
|
for (int j = 0; j < 4; j++) {
|
|
c0[j] = ((c0[j] + litColor1[j]) > 1.0f) ? 1.0f : (c0[j] + litColor1[j]);
|
|
}
|
|
}
|
|
} else {
|
|
if (reader.hasColor0()) {
|
|
for (int j = 0; j < 4; j++) {
|
|
c0[j] = unlitColor[j];
|
|
}
|
|
} else {
|
|
c0[0] = gstate.getMaterialAmbientA() / 255.f;
|
|
c0[1] = gstate.getMaterialAmbientR() / 255.f;
|
|
c0[2] = gstate.getMaterialAmbientG() / 255.f;
|
|
c0[3] = gstate.getMaterialAmbientB() / 255.f;
|
|
}
|
|
if (lmode) {
|
|
for (int j = 0; j < 4; j++) {
|
|
c1[j] = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
float ruv[2] = {0.0f, 0.0f};
|
|
if (reader.hasUV())
|
|
reader.ReadUV(ruv);
|
|
|
|
// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
|
|
switch (gstate.getUVGenMode()) {
|
|
case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
|
|
case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
|
|
// Texture scale/offset is only performed in this mode.
|
|
uv[0] = uscale * (ruv[0]*gstate_c.uv.uScale + gstate_c.uv.uOff);
|
|
uv[1] = vscale * (ruv[1]*gstate_c.uv.vScale + gstate_c.uv.vOff);
|
|
uv[2] = 1.0f;
|
|
break;
|
|
|
|
case GE_TEXMAP_TEXTURE_MATRIX:
|
|
{
|
|
// Projection mapping
|
|
Vec3f source;
|
|
switch (gstate.getUVProjMode()) {
|
|
case GE_PROJMAP_POSITION: // Use model space XYZ as source
|
|
source = pos;
|
|
break;
|
|
|
|
case GE_PROJMAP_UV: // Use unscaled UV as source
|
|
source = Vec3f(ruv[0], ruv[1], 0.0f);
|
|
break;
|
|
|
|
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
|
|
if (reader.hasNormal()) {
|
|
source = Vec3f(norm).Normalized();
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
|
|
source = Vec3f(0.0f, 0.0f, 1.0f);
|
|
}
|
|
break;
|
|
|
|
case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
|
|
if (reader.hasNormal()) {
|
|
source = Vec3f(norm);
|
|
} else {
|
|
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
|
|
source = Vec3f(0.0f, 0.0f, 1.0f);
|
|
}
|
|
break;
|
|
}
|
|
|
|
float uvw[3];
|
|
Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
|
|
uv[0] = uvw[0];
|
|
uv[1] = uvw[1];
|
|
uv[2] = uvw[2];
|
|
}
|
|
break;
|
|
|
|
case GE_TEXMAP_ENVIRONMENT_MAP:
|
|
// Shade mapping - use two light sources to generate U and V.
|
|
{
|
|
Vec3f lightpos0 = Vec3f(&lighter.lpos[gstate.getUVLS0()]).Normalized();
|
|
Vec3f lightpos1 = Vec3f(&lighter.lpos[gstate.getUVLS1()]).Normalized();
|
|
|
|
uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f;
|
|
uv[1] = (1.0f - Dot(lightpos1, normal))/2.0f;
|
|
uv[2] = 1.0f;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// Illegal
|
|
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
|
|
break;
|
|
}
|
|
uv[0] = uv[0] * widthFactor;
|
|
uv[1] = uv[1] * heightFactor;
|
|
|
|
// Transform the coord by the view matrix.
|
|
Vec3ByMatrix43(v, out, gstate.viewMatrix);
|
|
fogCoef = (v[2] + fog_end) * fog_slope;
|
|
}
|
|
|
|
// TODO: Write to a flexible buffer, we don't always need all four components.
|
|
memcpy(&transformed[index].x, v, 3 * sizeof(float));
|
|
transformed[index].fog = fogCoef;
|
|
memcpy(&transformed[index].u, uv, 3 * sizeof(float));
|
|
if (gstate_c.flipTexture) {
|
|
transformed[index].v = 1.0f - transformed[index].v;
|
|
}
|
|
for (int i = 0; i < 4; i++) {
|
|
transformed[index].color0[i] = c0[i] * 255.0f;
|
|
}
|
|
for (int i = 0; i < 3; i++) {
|
|
transformed[index].color1[i] = c1[i] * 255.0f;
|
|
}
|
|
}
|
|
|
|
// Step 2: expand rectangles.
|
|
const TransformedVertex *drawBuffer = transformed;
|
|
int numTrans = 0;
|
|
|
|
bool drawIndexed = false;
|
|
|
|
if (prim != GE_PRIM_RECTANGLES) {
|
|
// We can simply draw the unexpanded buffer.
|
|
numTrans = vertexCount;
|
|
drawIndexed = true;
|
|
} else {
|
|
numTrans = 0;
|
|
drawBuffer = transformedExpanded;
|
|
TransformedVertex *trans = &transformedExpanded[0];
|
|
TransformedVertex saved;
|
|
for (int i = 0; i < vertexCount; i += 2) {
|
|
int index = ((const u16*)inds)[i];
|
|
saved = transformed[index];
|
|
int index2 = ((const u16*)inds)[i + 1];
|
|
TransformedVertex &transVtx = transformed[index2];
|
|
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
|
|
|
|
// bottom right
|
|
trans[0] = transVtx;
|
|
|
|
// bottom left
|
|
trans[1] = transVtx;
|
|
trans[1].y = saved.y;
|
|
trans[1].v = saved.v;
|
|
|
|
// top left
|
|
trans[2] = transVtx;
|
|
trans[2].x = saved.x;
|
|
trans[2].y = saved.y;
|
|
trans[2].u = saved.u;
|
|
trans[2].v = saved.v;
|
|
|
|
// top right
|
|
trans[3] = transVtx;
|
|
trans[3].x = saved.x;
|
|
trans[3].u = saved.u;
|
|
|
|
// That's the four corners. Now process UV rotation.
|
|
if (throughmode)
|
|
RotateUVThrough(trans);
|
|
|
|
// Apparently, non-through RotateUV just breaks things.
|
|
// If we find a game where it helps, we'll just have to figure out how they differ.
|
|
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
|
|
// else
|
|
// RotateUV(trans);
|
|
|
|
// bottom right
|
|
trans[4] = trans[0];
|
|
|
|
// top left
|
|
trans[5] = trans[2];
|
|
trans += 6;
|
|
|
|
numTrans += 6;
|
|
}
|
|
}
|
|
|
|
|
|
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
|
// Might help for text drawing.
|
|
|
|
// these spam the gDebugger log.
|
|
const int vertexSize = sizeof(transformed[0]);
|
|
|
|
pD3Ddevice->SetVertexDeclaration( pSoftVertexDecl );
|
|
|
|
/// Debug !!
|
|
//pD3Ddevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
|
|
|
|
if (drawIndexed) {
|
|
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, vertexCount, D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
|
|
} else {
|
|
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
|
|
}
|
|
}
|
|
|
|
VertexDecoderDX9 *TransformDrawEngineDX9::GetVertexDecoder(u32 vtype) {
|
|
auto iter = decoderMap_.find(vtype);
|
|
if (iter != decoderMap_.end())
|
|
return iter->second;
|
|
VertexDecoderDX9 *dec = new VertexDecoderDX9();
|
|
dec->SetVertexType(vtype);
|
|
decoderMap_[vtype] = dec;
|
|
return dec;
|
|
}
|
|
|
|
void TransformDrawEngineDX9::SetupVertexDecoder(u32 vertType) {
|
|
// If vtype has changed, setup the vertex decoder.
|
|
// TODO: Simply cache the setup decoders instead.
|
|
if (vertType != lastVType_) {
|
|
dec_ = GetVertexDecoder(vertType);
|
|
lastVType_ = vertType;
|
|
}
|
|
}
|
|
|
|
int TransformDrawEngineDX9::EstimatePerVertexCost() {
|
|
// TODO: This is transform cost, also account for rasterization cost somehow... although it probably
|
|
// runs in parallel with transform.
|
|
|
|
// Also, this is all pure guesswork. If we can find a way to do measurements, that would be great.
|
|
|
|
// GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things
|
|
// went too fast and starts doing all the work over again).
|
|
|
|
int cost = 20;
|
|
if (gstate.isLightingEnabled()) {
|
|
cost += 10;
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (gstate.isLightChanEnabled(i))
|
|
cost += 10;
|
|
}
|
|
if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) {
|
|
cost += 20;
|
|
}
|
|
if (dec_ && dec_->morphcount > 1) {
|
|
cost += 5 * dec_->morphcount;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
void TransformDrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int forceIndexType, int *bytesRead) {
|
|
if (vertexCount == 0)
|
|
return; // we ignore zero-sized draw calls.
|
|
|
|
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX)
|
|
Flush();
|
|
|
|
// TODO: Is this the right thing to do?
|
|
if (prim == GE_PRIM_KEEP_PREVIOUS) {
|
|
prim = prevPrim_;
|
|
}
|
|
prevPrim_ = prim;
|
|
|
|
SetupVertexDecoder(vertType);
|
|
|
|
dec_->IncrementStat(STAT_VERTSSUBMITTED, vertexCount);
|
|
|
|
if (bytesRead)
|
|
*bytesRead = vertexCount * dec_->VertexSize();
|
|
|
|
gpuStats.numDrawCalls++;
|
|
gpuStats.numVertsSubmitted += vertexCount;
|
|
|
|
DeferredDrawCall &dc = drawCalls[numDrawCalls];
|
|
dc.verts = verts;
|
|
dc.inds = inds;
|
|
dc.vertType = vertType;
|
|
dc.indexType = ((forceIndexType == -1) ? (vertType & GE_VTYPE_IDX_MASK) : forceIndexType) >> GE_VTYPE_IDX_SHIFT;
|
|
dc.prim = prim;
|
|
dc.vertexCount = vertexCount;
|
|
if (inds) {
|
|
GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
|
|
} else {
|
|
dc.indexLowerBound = 0;
|
|
dc.indexUpperBound = vertexCount - 1;
|
|
}
|
|
|
|
if (uvScale) {
|
|
uvScale[numDrawCalls] = gstate_c.uv;
|
|
}
|
|
numDrawCalls++;
|
|
vertexCountInDrawCalls += vertexCount;
|
|
}
|
|
|
|
void TransformDrawEngineDX9::DecodeVerts() {
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
const DeferredDrawCall &dc = drawCalls[i];
|
|
|
|
indexGen.SetIndex(collectedVerts);
|
|
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
|
|
|
|
u32 indexType = dc.indexType;
|
|
void *inds = dc.inds;
|
|
if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
|
|
// Decode the verts and apply morphing. Simple.
|
|
if (uvScale)
|
|
gstate_c.uv = uvScale[i];
|
|
dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride,
|
|
dc.verts, indexLowerBound, indexUpperBound);
|
|
collectedVerts += indexUpperBound - indexLowerBound + 1;
|
|
indexGen.AddPrim(dc.prim, dc.vertexCount);
|
|
} else {
|
|
// It's fairly common that games issue long sequences of PRIM calls, with differing
|
|
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
|
|
// these as much as possible, so we make sure here to combine as many as possible
|
|
// into one nice big drawcall, sharing data.
|
|
|
|
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
|
|
// Expand the lower and upper bounds as we go.
|
|
int j = i + 1;
|
|
int lastMatch = i;
|
|
while (j < numDrawCalls) {
|
|
if (drawCalls[j].verts != dc.verts)
|
|
break;
|
|
if (uvScale && memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0]) != 0))
|
|
break;
|
|
|
|
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
|
|
indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
|
|
lastMatch = j;
|
|
j++;
|
|
}
|
|
|
|
// 2. Loop through the drawcalls, translating indices as we go.
|
|
for (j = i; j <= lastMatch; j++) {
|
|
switch (indexType) {
|
|
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
|
|
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
|
|
break;
|
|
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
|
|
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int vertexCount = indexUpperBound - indexLowerBound + 1;
|
|
// 3. Decode that range of vertex data.
|
|
if (uvScale)
|
|
gstate_c.uv = uvScale[i];
|
|
dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride,
|
|
dc.verts, indexLowerBound, indexUpperBound);
|
|
collectedVerts += vertexCount;
|
|
|
|
// 4. Advance indexgen vertex counter.
|
|
indexGen.Advance(vertexCount);
|
|
i = lastMatch;
|
|
}
|
|
}
|
|
|
|
// Sanity check
|
|
if (indexGen.Prim() < 0) {
|
|
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
|
|
// Force to points (0)
|
|
indexGen.AddPrim(GE_PRIM_POINTS, 0);
|
|
}
|
|
}
|
|
|
|
u32 TransformDrawEngineDX9::ComputeHash() {
|
|
u32 fullhash = 0;
|
|
int vertexSize = dec_->GetDecVtxFmt().stride;
|
|
int numDrawCalls_ = std::min(20, numDrawCalls);
|
|
int vertexCount = 0;
|
|
int indicesCount = 0;
|
|
|
|
// TODO: Add some caps both for numDrawCalls and num verts to check?
|
|
// It is really very expensive to check all the vertex data so often.
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
if (!drawCalls[i].inds) {
|
|
vertexCount = std::min((int)drawCalls[i].vertexCount, 500);
|
|
fullhash += DoReliableHash((const char *)drawCalls[i].verts, vertexSize * vertexCount, 0x1DE8CAC4);
|
|
} else {
|
|
|
|
vertexCount = std::min((int)drawCalls[i].vertexCount, 500);
|
|
indicesCount = std::min((drawCalls[i].indexUpperBound - drawCalls[i].indexLowerBound), 500);
|
|
|
|
// This could get seriously expensive with sparse indices. Need to combine hashing ranges the same way
|
|
// we do when drawing.
|
|
fullhash += DoReliableHash((const char *)drawCalls[i].verts + vertexSize * drawCalls[i].indexLowerBound,
|
|
vertexSize * indicesCount, 0x029F3EE1);
|
|
int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
|
fullhash += DoReliableHash((const char *)drawCalls[i].inds, indexSize * vertexCount, 0x955FD1CA);
|
|
}
|
|
}
|
|
|
|
return fullhash;
|
|
}
|
|
|
|
u32 TransformDrawEngineDX9::ComputeFastDCID() {
|
|
u32 hash = 0;
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
hash ^= (u32)(uintptr_t)drawCalls[i].verts;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)(uintptr_t)drawCalls[i].inds;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].vertType;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].vertexCount;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].prim;
|
|
}
|
|
return hash;
|
|
}
|
|
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|
#ifdef _XBOX
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enum { VAI_KILL_AGE = 60 };
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#else
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enum { VAI_KILL_AGE = 120 };
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#endif
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void TransformDrawEngineDX9::ClearTrackedVertexArrays() {
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for (auto vai = vai_.begin(); vai != vai_.end(); vai++) {
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delete vai->second;
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}
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vai_.clear();
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}
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void TransformDrawEngineDX9::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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int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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for (auto iter = vai_.begin(); iter != vai_.end(); ) {
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if (iter->second->lastFrame < threshold) {
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delete iter->second;
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vai_.erase(iter++);
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}
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else
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++iter;
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}
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// Enable if you want to see vertex decoders in the log output. Need a better way.
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#if 0
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char buffer[16384];
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for (std::map<u32, VertexDecoder*>::iterator dec = decoderMap_.begin(); dec != decoderMap_.end(); ++dec) {
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char *ptr = buffer;
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ptr += dec->second->ToString(ptr);
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// *ptr++ = '\n';
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NOTICE_LOG(G3D, buffer);
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}
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#endif
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}
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VertexArrayInfoDX9::~VertexArrayInfoDX9() {
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if (vbo) {
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vbo->Release();
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}
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if (ebo) {
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ebo->Release();
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}
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}
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void TransformDrawEngineDX9::DoFlush() {
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gpuStats.numFlushes++;
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gpuStats.numTrackedVertexArrays = (int)vai_.size();
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// This is not done on every drawcall, we should collect vertex data
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// until critical state changes. That's when we draw (flush).
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GEPrimitiveType prim = prevPrim_;
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ApplyDrawState(prim);
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LinkedShaderDX9 *program = shaderManager_->ApplyShader(prim, lastVType_);
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if (program->useHWTransform_) {
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LPDIRECT3DVERTEXBUFFER9 vb_ = NULL;
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LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
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int vertexCount = 0;
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bool useElements = true;
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// Cannot cache vertex data with morph enabled.
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if (g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK)) {
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u32 id = ComputeFastDCID();
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auto iter = vai_.find(id);
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VertexArrayInfoDX9 *vai;
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if (iter != vai_.end()) {
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// We've seen this before. Could have been a cached draw.
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vai = iter->second;
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} else {
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vai = new VertexArrayInfoDX9();
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vai_[id] = vai;
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}
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switch (vai->status) {
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case VertexArrayInfoDX9::VAI_NEW:
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{
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// Haven't seen this one before.
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u32 dataHash = ComputeHash();
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vai->hash = dataHash;
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vai->status = VertexArrayInfoDX9::VAI_HASHING;
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vai->drawsUntilNextFullHash = 0;
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DecodeVerts(); // writes to indexGen
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vai->numVerts = indexGen.VertexCount();
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vai->prim = indexGen.Prim();
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goto rotateVBO;
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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 VertexArrayInfoDX9::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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u32 newHash = ComputeHash();
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if (newHash != vai->hash) {
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vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
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if (vai->vbo) {
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vai->vbo->Release();
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vai->vbo = NULL;
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}
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if (vai->ebo) {
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vai->ebo->Release();
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vai->ebo = NULL;
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}
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DecodeVerts();
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goto rotateVBO;
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}
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if (vai->numVerts > 100) {
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// exponential backoff up to 16 draws, then every 24
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vai->drawsUntilNextFullHash = std::min(24, 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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// TODO: "mini-hashing" the first 32 bytes of the vertex/index data or something.
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}
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if (vai->vbo == 0) {
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DecodeVerts();
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vai->numVerts = indexGen.VertexCount();
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vai->prim = indexGen.Prim();
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useElements = !indexGen.SeenOnlyPurePrims();
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if (!useElements && indexGen.PureCount()) {
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vai->numVerts = indexGen.PureCount();
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}
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// Always
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if (1) {
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void * pVb;
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u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
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pD3Ddevice->CreateVertexBuffer(size, NULL, NULL, D3DPOOL_DEFAULT, &vai->vbo, NULL);
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vai->vbo->Lock(0, size, &pVb, D3DLOCK_NOOVERWRITE );
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memcpy(pVb, decoded, size);
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vai->vbo->Unlock();
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}
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// Ib
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if (useElements) {
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void * pIb;
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u32 size = sizeof(short) * indexGen.VertexCount();
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pD3Ddevice->CreateIndexBuffer(size, NULL, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
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vai->ebo->Lock(0, size, &pIb, D3DLOCK_NOOVERWRITE );
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memcpy(pIb, decIndex, size);
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vai->ebo->Unlock();
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} else {
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vai->ebo = 0;
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}
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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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}
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vb_ = vai->vbo;
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ib_ = vai->ebo;
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vertexCount = vai->numVerts;
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prim = static_cast<GEPrimitiveType>(vai->prim);
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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 VertexArrayInfoDX9::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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vb_ = vai->vbo;
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ib_ = vai->ebo;
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vertexCount = vai->numVerts;
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prim = static_cast<GEPrimitiveType>(vai->prim);
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break;
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}
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case VertexArrayInfoDX9::VAI_UNRELIABLE:
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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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DecodeVerts();
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goto rotateVBO;
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}
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}
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vai->lastFrame = gpuStats.numFlips;
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} else {
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DecodeVerts();
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rotateVBO:
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gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
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useElements = !indexGen.SeenOnlyPurePrims();
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vertexCount = indexGen.VertexCount();
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if (!useElements && indexGen.PureCount()) {
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vertexCount = indexGen.PureCount();
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}
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prim = indexGen.Prim();
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}
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DEBUG_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
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SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), dec_->VertexType());
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pD3Ddevice->SetVertexDeclaration(pHardwareVertexDecl);
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if (vb_ == NULL) {
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if (useElements) {
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pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, vertexCount, D3DPrimCount(glprim[prim], vertexCount), decIndex, D3DFMT_INDEX16, decoded, dec_->GetDecVtxFmt().stride);
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} else {
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pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], vertexCount), decoded, dec_->GetDecVtxFmt().stride);
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}
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} else {
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pD3Ddevice->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride);
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if (useElements) {
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pD3Ddevice->SetIndices(ib_);
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pD3Ddevice->DrawIndexedPrimitive(glprim[prim], 0, 0, 0, 0, D3DPrimCount(glprim[prim], vertexCount));
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} else {
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pD3Ddevice->DrawPrimitive(glprim[prim], 0, D3DPrimCount(glprim[prim], vertexCount));
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}
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}
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} else {
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DecodeVerts();
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gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
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prim = indexGen.Prim();
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// Undo the strip optimization, not supported by the SW code yet.
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if (prim == GE_PRIM_TRIANGLE_STRIP)
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prim = GE_PRIM_TRIANGLES;
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DEBUG_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
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SoftwareTransformAndDraw(
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prim, decoded, program, indexGen.VertexCount(),
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dec_->VertexType(), (void *)decIndex, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
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indexGen.MaxIndex());
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}
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indexGen.Reset();
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collectedVerts = 0;
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numDrawCalls = 0;
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vertexCountInDrawCalls = 0;
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prevPrim_ = GE_PRIM_INVALID;
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#ifndef _XBOX
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host->GPUNotifyDraw();
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#endif
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}
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};
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