ppsspp/GPU/Directx9/TransformPipelineDX9.h
Unknown W. Brackets f55b6a0dbc Put the DirectX9 stuff into a namespace.
This makes it almost build on Windows, but not quite.  Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00

234 lines
5.6 KiB
C++

// Copyright (c) 2012- 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 <map>
#include <d3d9.h>
#include "GPU/Common/IndexGenerator.h"
#include "GPU/Directx9/VertexDecoderDX9.h"
struct DecVtxFormat;
namespace DX9 {
class LinkedShaderDX9;
class ShaderManagerDX9;
class TextureCacheDX9;
class FramebufferManagerDX9;
// States transitions:
// On creation: DRAWN_NEW
// DRAWN_NEW -> DRAWN_HASHING
// DRAWN_HASHING -> DRAWN_RELIABLE
// DRAWN_HASHING -> DRAWN_UNRELIABLE
// DRAWN_ONCE -> UNRELIABLE
// DRAWN_RELIABLE -> DRAWN_SAFE
// UNRELIABLE -> death
// DRAWN_ONCE -> death
// DRAWN_RELIABLE -> death
// Don't bother storing information about draws smaller than this.
enum {
VERTEX_CACHE_THRESHOLD = 20,
};
// Try to keep this POD.
class VertexArrayInfoDX9 {
public:
VertexArrayInfoDX9() {
status = VAI_NEW;
vbo = 0;
ebo = 0;
numDCs = 0;
prim = GE_PRIM_INVALID;
numDraws = 0;
numFrames = 0;
lastFrame = gpuStats.numFlips;
numVerts = 0;
drawsUntilNextFullHash = 0;
}
~VertexArrayInfoDX9();
enum Status {
VAI_NEW,
VAI_HASHING,
VAI_RELIABLE, // cache, don't hash
VAI_UNRELIABLE, // never cache
};
u32 hash;
Status status;
LPDIRECT3DVERTEXBUFFER9 vbo;
LPDIRECT3DINDEXBUFFER9 ebo;
// Precalculated parameter for drawdrawElements
u16 numVerts;
s8 prim;
// ID information
u8 numDCs;
int numDraws;
int numFrames;
int lastFrame; // So that we can forget.
u16 drawsUntilNextFullHash;
};
// Handles transform, lighting and drawing.
class TransformDrawEngineDX9 {
public:
TransformDrawEngineDX9();
virtual ~TransformDrawEngineDX9();
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertexType, int forceIndexType, int *bytesRead);
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type);
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertex_type);
// legacy
void DrawBezier(int ucount, int vcount);
void DecodeVerts();
void SetShaderManager(ShaderManagerDX9 *shaderManager) {
shaderManager_ = shaderManager;
}
void SetTextureCache(TextureCacheDX9 *textureCache) {
textureCache_ = textureCache;
}
void SetFramebufferManager(FramebufferManagerDX9 *fbManager) {
framebufferManager_ = fbManager;
}
void InitDeviceObjects();
void DestroyDeviceObjects();
void GLLost() {};
void DecimateTrackedVertexArrays();
void ClearTrackedVertexArrays();
void SetupVertexDecoder(u32 vertType);
// This requires a SetupVertexDecoder call first.
int EstimatePerVertexCost();
// So that this can be inlined
void Flush() {
if (!numDrawCalls)
return;
DoFlush();
}
private:
void DoFlush();
void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShaderDX9 *program, int vertexCount, u32 vertexType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
void ApplyDrawState(int prim);
bool IsReallyAClear(int numVerts) const;
// drawcall ID
u32 ComputeFastDCID();
u32 ComputeHash(); // Reads deferred vertex data.
VertexDecoderDX9 *GetVertexDecoder(u32 vtype);
// Defer all vertex decoding to a Flush, so that we can hash and cache the
// generated buffers without having to redecode them every time.
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
u8 prim;
u16 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int collectedVerts;
GEPrimitiveType prevPrim_;
// Cached vertex decoders
std::map<u32, VertexDecoderDX9 *> decoderMap_;
VertexDecoderDX9 *dec_;
u32 lastVType_;
// Vertex collector buffers
u8 *decoded;
u16 *decIndex;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
std::map<u32, VertexArrayInfoDX9 *> vai_;
// Other
ShaderManagerDX9 *shaderManager_;
TextureCacheDX9 *textureCache_;
FramebufferManagerDX9 *framebufferManager_;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int decimationCounter_;
UVScale *uvScale;
};
// Only used by SW transform
struct Color4 {
float a, r, g, b;
Color4() : r(0), g(0), b(0), a(0) { }
Color4(float _r, float _g, float _b, float _a=1.0f)
: r(_r), g(_g), b(_b), a(_a) {
}
Color4(const float in[4]) {a=in[0];r=in[1];g=in[2];b=in[3];}
Color4(const float in[3], float alpha) {r=in[0];g=in[1];b=in[2];a=alpha;}
const float &operator [](int i) const {return *(&a + i);}
Color4 operator *(float f) const {
return Color4(f*r,f*g,f*b,f*a);
}
Color4 operator *(const Color4 &c) const {
return Color4(r*c.r,g*c.g,b*c.b,a*c.a);
}
Color4 operator +(const Color4 &c) const {
return Color4(r+c.r,g+c.g,b+c.b,a+c.a);
}
void operator +=(const Color4 &c) {
r+=c.r;
g+=c.g;
b+=c.b;
a+=c.a;
}
void GetFromRGB(u32 col) {
b = ((col>>16) & 0xff)/255.0f;
g = ((col>>8) & 0xff)/255.0f;
r = ((col>>0) & 0xff)/255.0f;
}
void GetFromA(u32 col) {
a = (col&0xff)/255.0f;
}
};
};