Files
LibretroAdmin 8a022edefc Remove the video statistics nothing reads
Every Statistics counter, the projection copies and the widescreen ratio
averages were only written since the debug UI went; the counters bumped
per primitive, per triangle and per pixel in the software rasterizer.
The widescreen heuristic keeps only the two vertex counts it compares,
from one projection/viewport ratio per flush instead of up to three.
GetCPRegInfo, the CP register describer, has no caller.
2026-11-09 20:17:05 +01:00

1050 lines
37 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/VertexManagerBase.h"
#include <array>
#include <cmath>
#include <memory>
#include "Common/ChunkFile.h"
#include "Common/CommonTypes.h"
#include "Common/EnumMap.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/MemoryUtil.h"
#include "Common/SmallVector.h"
#include "Core/HW/SystemTimers.h"
#include "Core/System.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/DataReader.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderGen.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
#include "VideoCommon/XFStateManager.h"
VertexManagerBase* g_vertex_manager = nullptr;
using OpcodeDecoder::Primitive;
// GX primitive -> RenderState primitive, no primitive restart
constexpr Common::EnumMap<PrimitiveType, Primitive::GX_DRAW_POINTS> primitive_from_gx{
PrimitiveType::Triangles, // GX_DRAW_QUADS
PrimitiveType::Triangles, // GX_DRAW_QUADS_2
PrimitiveType::Triangles, // GX_DRAW_TRIANGLES
PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_STRIP
PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_FAN
PrimitiveType::Lines, // GX_DRAW_LINES
PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
PrimitiveType::Points, // GX_DRAW_POINTS
};
// GX primitive -> RenderState primitive, using primitive restart
constexpr Common::EnumMap<PrimitiveType, Primitive::GX_DRAW_POINTS> primitive_from_gx_pr{
PrimitiveType::TriangleStrip, // GX_DRAW_QUADS
PrimitiveType::TriangleStrip, // GX_DRAW_QUADS_2
PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLES
PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_STRIP
PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_FAN
PrimitiveType::Lines, // GX_DRAW_LINES
PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
PrimitiveType::Points, // GX_DRAW_POINTS
};
// Due to the BT.601 standard which the GameCube is based on being a compromise
// between PAL and NTSC, neither standard gets square pixels. They are each off
// by ~9% in opposite directions.
// Just in case any game decides to take this into account, we do both these
// tests with a large amount of slop.
static float CalculateProjectionViewportRatio(const Projection::Raw& projection,
const Viewport& viewport)
{
const float projection_ar = projection[2] / projection[0];
const float viewport_ar = viewport.wd / viewport.ht;
return std::abs(projection_ar / viewport_ar);
}
VertexManagerBase::VertexManagerBase()
: m_cpu_vertex_buffer(static_cast<u8*>(Common::AllocateMemoryPages(MAXVBUFFERSIZE))),
m_cpu_index_buffer(
static_cast<u16*>(Common::AllocateMemoryPages(MAXIBUFFERSIZE * sizeof(u16))))
{
}
VertexManagerBase::~VertexManagerBase()
{
if (m_cpu_vertex_buffer)
Common::FreeMemoryPages(m_cpu_vertex_buffer, MAXVBUFFERSIZE);
if (m_cpu_index_buffer)
Common::FreeMemoryPages(m_cpu_index_buffer, MAXIBUFFERSIZE * sizeof(u16));
}
bool VertexManagerBase::BaseInitialize()
{
auto& video_events = GetVideoEvents();
m_frame_end_event =
video_events.after_frame_event.Register([this](Core::System&) { OnEndFrame(); });
m_after_present_event = video_events.after_present_event.Register(
[this](const PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; });
index_generator_init(&m_index_generator, g_backend_info.bSupportsPrimitiveRestart, g_Config.UseVSForLinePointExpand());
m_cpu_cull.Init();
return true;
}
u32 VertexManagerBase::GetRemainingSize() const
{
return static_cast<u32>(m_end_buffer_pointer - m_cur_buffer_pointer);
}
void VertexManagerBase::AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices)
{
index_generator_add(&m_index_generator, static_cast<unsigned>(primitive), num_vertices);
}
bool VertexManagerBase::AreAllVerticesCulled(VertexLoaderBase* loader,
OpcodeDecoder::Primitive primitive, const u8* src,
u32 count)
{
return m_cpu_cull.AreAllVerticesCulled(loader, primitive, src, count);
}
DataReader VertexManagerBase::BasePrepareForAdditionalData(OpcodeDecoder::Primitive primitive,
u32 count, u32 stride, bool cullall)
{
// Flush all EFB pokes. Since the buffer is shared, we can't draw pokes+primitives concurrently.
g_framebuffer_manager->FlushEFBPokes();
// The SSE vertex loader can write up to 4 bytes past the end
u32 const needed_vertex_bytes = count * stride + 4;
// We can't merge different kinds of primitives, so we have to flush here
PrimitiveType new_primitive_type = g_backend_info.bSupportsPrimitiveRestart ?
primitive_from_gx_pr[primitive] :
primitive_from_gx[primitive];
if (m_current_primitive_type != new_primitive_type) [[unlikely]]
{
Flush();
// Have to update the rasterization state for point/line cull modes.
m_current_primitive_type = new_primitive_type;
SetRasterizationStateChanged();
}
u32 remaining_indices = GetRemainingIndices(primitive);
u32 remaining_index_generator_indices = index_generator_remaining(&m_index_generator, static_cast<unsigned>(primitive));
// Check for size in buffer, if the buffer gets full, call Flush()
if (!m_is_flushed && (count > remaining_index_generator_indices || count > remaining_indices ||
needed_vertex_bytes > GetRemainingSize())) [[unlikely]]
{
Flush();
}
m_cull_all = cullall;
// need to alloc new buffer
if (m_is_flushed) [[unlikely]]
{
if (cullall)
{
// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_vertex_buffer;
m_end_buffer_pointer = m_base_buffer_pointer + MAXVBUFFERSIZE;
index_generator_start(&m_index_generator, m_cpu_index_buffer);
}
else
{
ResetBuffer(stride);
}
remaining_index_generator_indices = index_generator_remaining(&m_index_generator, static_cast<unsigned>(primitive));
remaining_indices = GetRemainingIndices(primitive);
m_is_flushed = false;
}
// Now that we've reset the buffer, there should be enough space. It's possible that we still
// won't have enough space in a few rare cases, such as vertex shader line/point expansion with a
// ton of lines in one draw command, in which case we will either need to add support for
// splitting a single draw command into multiple draws or using bigger indices.
ASSERT_MSG(VIDEO, count <= remaining_index_generator_indices,
"VertexManager: Too few remaining index values ({} > {}). "
"32-bit indices or primitive breaking needed.",
count, remaining_index_generator_indices);
ASSERT_MSG(VIDEO, count <= remaining_indices,
"VertexManager: Buffer not large enough for all indices! ({} > {}) "
"Increase MAXIBUFFERSIZE or we need primitive breaking after all.",
count, remaining_indices);
ASSERT_MSG(VIDEO, needed_vertex_bytes <= GetRemainingSize(),
"VertexManager: Buffer not large enough for all vertices! ({} > {}) "
"Increase MAXVBUFFERSIZE or we need primitive breaking after all.",
needed_vertex_bytes, GetRemainingSize());
return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
}
DataReader VertexManagerBase::DisableCullAll(u32 stride)
{
if (m_cull_all)
{
m_cull_all = false;
ResetBuffer(stride);
}
return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
}
void VertexManagerBase::FlushData(u32 count, u32 stride)
{
m_cur_buffer_pointer += count * stride;
}
u32 VertexManagerBase::GetRemainingIndices(OpcodeDecoder::Primitive primitive) const
{
const u32 index_len = MAXIBUFFERSIZE - index_generator_index_len(&m_index_generator);
if (primitive >= Primitive::GX_DRAW_LINES)
{
if (g_Config.UseVSForLinePointExpand())
{
if (g_backend_info.bSupportsPrimitiveRestart)
{
switch (primitive)
{
case Primitive::GX_DRAW_LINES:
return index_len / 5 * 2;
case Primitive::GX_DRAW_LINE_STRIP:
return index_len / 5 + 1;
case Primitive::GX_DRAW_POINTS:
return index_len / 5;
default:
return 0;
}
}
else
{
switch (primitive)
{
case Primitive::GX_DRAW_LINES:
return index_len / 6 * 2;
case Primitive::GX_DRAW_LINE_STRIP:
return index_len / 6 + 1;
case Primitive::GX_DRAW_POINTS:
return index_len / 6;
default:
return 0;
}
}
}
else
{
switch (primitive)
{
case Primitive::GX_DRAW_LINES:
return index_len;
case Primitive::GX_DRAW_LINE_STRIP:
return index_len / 2 + 1;
case Primitive::GX_DRAW_POINTS:
return index_len;
default:
return 0;
}
}
}
else if (g_backend_info.bSupportsPrimitiveRestart)
{
switch (primitive)
{
case Primitive::GX_DRAW_QUADS:
case Primitive::GX_DRAW_QUADS_2:
return index_len / 5 * 4;
case Primitive::GX_DRAW_TRIANGLES:
return index_len / 4 * 3;
case Primitive::GX_DRAW_TRIANGLE_STRIP:
return index_len / 1 - 1;
case Primitive::GX_DRAW_TRIANGLE_FAN:
return index_len / 6 * 4 + 1;
default:
return 0;
}
}
else
{
switch (primitive)
{
case Primitive::GX_DRAW_QUADS:
case Primitive::GX_DRAW_QUADS_2:
return index_len / 6 * 4;
case Primitive::GX_DRAW_TRIANGLES:
return index_len;
case Primitive::GX_DRAW_TRIANGLE_STRIP:
return index_len / 3 + 2;
case Primitive::GX_DRAW_TRIANGLE_FAN:
return index_len / 3 + 2;
default:
return 0;
}
}
}
auto VertexManagerBase::ResetFlushAspectRatioCount() -> FlushStatistics
{
const auto result = m_flush_statistics;
m_flush_statistics = {};
return result;
}
void VertexManagerBase::BaseResetBuffer(u32 vertex_stride)
{
m_base_buffer_pointer = m_cpu_vertex_buffer;
m_cur_buffer_pointer = m_cpu_vertex_buffer;
m_end_buffer_pointer = m_base_buffer_pointer + MAXVBUFFERSIZE;
index_generator_start(&m_index_generator, m_cpu_index_buffer);
}
void VertexManagerBase::BaseDrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
{
// If bounding box is enabled, we need to flush any changes first, then invalidate what we have.
if (g_bounding_box->IsEnabled() && g_ActiveConfig.bBBoxEnable && g_backend_info.bSupportsBBox)
{
g_bounding_box->Flush();
}
g_gfx->DrawIndexed(base_index, num_indices, base_vertex);
}
void VertexManagerBase::InvalidateConstants()
{
auto& system = Core::System::GetInstance();
auto& vertex_shader_manager = system.GetVertexShaderManager();
auto& geometry_shader_manager = system.GetGeometryShaderManager();
auto& pixel_shader_manager = system.GetPixelShaderManager();
vertex_shader_manager.dirty = true;
geometry_shader_manager.dirty = true;
pixel_shader_manager.dirty = true;
}
void VertexManagerBase::UploadUtilityVertices(const void* vertices, u32 vertex_stride,
u32 num_vertices, const u16* indices, u32 num_indices,
u32* out_base_vertex, u32* out_base_index)
{
// The GX vertex list should be flushed before any utility draws occur.
ASSERT(m_is_flushed);
// Copy into the buffers usually used for GX drawing.
ResetBuffer(std::max(vertex_stride, 1u));
if (vertices)
{
const u32 copy_size = vertex_stride * num_vertices;
ASSERT((m_cur_buffer_pointer + copy_size) <= m_end_buffer_pointer);
std::memcpy(m_cur_buffer_pointer, vertices, copy_size);
m_cur_buffer_pointer += copy_size;
}
if (indices)
index_generator_add_external(&m_index_generator, indices, num_indices, num_vertices);
CommitBuffer(num_vertices, vertex_stride, num_indices, out_base_vertex, out_base_index);
}
u32 VertexManagerBase::GetTexelBufferElementSize(TexelBufferFormat buffer_format)
{
// R8 - 1, R16 - 2, RGBA8 - 4, R32G32 - 8
return 1u << static_cast<u32>(buffer_format);
}
BitSet32 VertexManagerBase::UsedTextures() const
{
BitSet32 usedtextures;
for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures[bpmem.tevorders[i / 2].getTexMap(i & 1)] = true;
if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures[bpmem.tevindref.getTexMap(bpmem.tevind[i].bt)] = true;
return usedtextures;
}
void VertexManagerBase::Flush()
{
if (m_is_flushed)
return;
m_is_flushed = true;
if (m_draw_counter == 0)
{
// This is more or less the start of the Frame
GetVideoEvents().before_frame_event.Trigger();
}
if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens ||
xfmem.numChan.numColorChans != bpmem.genMode.numcolchans)
{
ERROR_LOG_FMT(
VIDEO,
"Mismatched configuration between XF and BP stages - {}/{} texgens, {}/{} colors. "
"Skipping draw. Please report on the issue tracker.",
xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value(), xfmem.numChan.numColorChans,
bpmem.genMode.numcolchans.Value());
return;
}
#if defined(_DEBUG) || defined(DEBUGFAST)
PRIM_LOG("frame{}:\n texgen={}, numchan={}, dualtex={}, ztex={}, cole={}, alpe={}, ze={}",
g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans,
xfmem.dualTexTrans.enabled, bpmem.ztex2.op.Value(), bpmem.blendmode.color_update.Value(),
bpmem.blendmode.alpha_update.Value(), bpmem.zmode.update_enable.Value());
for (u32 i = 0; i < xfmem.numChan.numColorChans; ++i)
{
LitChannel* ch = &xfmem.color[i];
PRIM_LOG("colchan{}: matsrc={}, light={:#x}, ambsrc={}, diffunc={}, attfunc={}", i,
ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(),
ch->diffusefunc.Value(), ch->attnfunc.Value());
ch = &xfmem.alpha[i];
PRIM_LOG("alpchan{}: matsrc={}, light={:#x}, ambsrc={}, diffunc={}, attfunc={}", i,
ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(),
ch->diffusefunc.Value(), ch->attnfunc.Value());
}
for (u32 i = 0; i < xfmem.numTexGen.numTexGens; ++i)
{
TexMtxInfo tinfo = xfmem.texMtxInfo[i];
if (tinfo.texgentype != TexGenType::EmbossMap)
tinfo.hex &= 0x7ff;
if (tinfo.texgentype != TexGenType::Regular)
tinfo.projection = TexSize::ST;
PRIM_LOG("txgen{}: proj={}, input={}, gentype={}, srcrow={}, embsrc={}, emblght={}, "
"postmtx={}, postnorm={}",
i, tinfo.projection.Value(), tinfo.inputform.Value(), tinfo.texgentype.Value(),
tinfo.sourcerow.Value(), tinfo.embosssourceshift.Value(),
tinfo.embosslightshift.Value(), xfmem.postMtxInfo[i].index.Value(),
xfmem.postMtxInfo[i].normalize.Value());
}
PRIM_LOG("pixel: tev={}, ind={}, texgen={}, dstalpha={}, alphatest={:#x}",
bpmem.genMode.numtevstages.Value() + 1, bpmem.genMode.numindstages.Value(),
bpmem.genMode.numtexgens.Value(), bpmem.dstalpha.enable.Value(),
(bpmem.alpha_test.hex >> 16) & 0xff);
#endif
// Track some stats used elsewhere by the anamorphic widescreen heuristic.
auto& system = Core::System::GetInstance();
if (!system.IsWii())
{
const bool is_perspective = xfmem.projection.type == ProjectionType::Perspective;
auto& counts =
is_perspective ? m_flush_statistics.perspective : m_flush_statistics.orthographic;
const auto& projection = xfmem.projection.rawProjection;
const auto& viewport = xfmem.viewport;
// A projection whose aspect ratio is the viewport's times about 16:9 / 4:3 is anamorphic,
// about 1 normal (a GameINI can override both). Cheats that change the aspect ratio to
// natively unsupported ones won't be recognized here.
const float ratio = CalculateProjectionViewportRatio(projection, viewport);
const float slop = g_ActiveConfig.widescreen_heuristic_aspect_ratio_slop;
const u32 num_indices = index_generator_index_len(&m_index_generator);
if (std::abs(ratio - g_ActiveConfig.widescreen_heuristic_widescreen_ratio) < slop)
counts.anamorphic_vertex_count += num_indices;
else if (std::abs(ratio - g_ActiveConfig.widescreen_heuristic_standard_ratio) < slop)
counts.normal_vertex_count += num_indices;
}
auto& pixel_shader_manager = system.GetPixelShaderManager();
auto& geometry_shader_manager = system.GetGeometryShaderManager();
auto& vertex_shader_manager = system.GetVertexShaderManager();
auto& xf_state_manager = system.GetXFStateManager();
if (g_ActiveConfig.bGraphicMods)
{
const double seconds_elapsed =
static_cast<double>(m_ticks_elapsed) / system.GetSystemTimers().GetTicksPerSecond();
pixel_shader_manager.constants.time_ms = seconds_elapsed * 1000;
}
CalculateNormals(VertexLoaderManager::GetCurrentVertexFormat());
// Calculate ZSlope for zfreeze
const auto used_textures = UsedTextures();
bool vr_textured = false;
bool vr_samples_copy = false;
// the names the bound cache entries hold, lent: they stay bound until BindTextures
const std::string* texture_names[8];
u32 num_texture_names = 0;
Common::SmallVector<u32, 8> texture_units;
std::array<SamplerState, 8> samplers;
if (!m_cull_all)
{
if (!g_ActiveConfig.bGraphicMods)
{
for (const u32 i : used_textures)
{
const auto cache_entry = g_texture_cache->Load(i);
if (!cache_entry)
continue;
vr_textured = true;
vr_samples_copy |= cache_entry->IsCopy();
const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width);
samplers[i] = TextureCacheBase::GetSamplerState(
i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips);
}
}
else
{
for (const u32 i : used_textures)
{
const auto cache_entry = g_texture_cache->Load(i);
if (cache_entry)
{
vr_textured = true;
vr_samples_copy |= cache_entry->IsCopy();
bool named = false;
for (u32 n = 0; n < num_texture_names; n++)
named = named || *texture_names[n] == cache_entry->texture_info_name;
if (!named)
{
texture_names[num_texture_names++] = &cache_entry->texture_info_name;
texture_units.push_back(i);
}
const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width);
samplers[i] = TextureCacheBase::GetSamplerState(
i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips);
}
}
}
}
g_libretro_vr_camera.draw_textured = vr_textured;
g_libretro_vr_camera.draw_samples_copy = vr_samples_copy;
vertex_shader_manager.SetConstants(texture_names, num_texture_names, xf_state_manager);
if (!bpmem.genMode.zfreeze)
{
// Must be done after VertexShaderManager::SetConstants()
CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
}
else if (m_zslope.dirty && !m_cull_all) // or apply any dirty ZSlopes
{
pixel_shader_manager.SetZSlope(m_zslope.dfdx, m_zslope.dfdy, m_zslope.f0);
m_zslope.dirty = false;
}
if (!m_cull_all)
{
bool skip = false;
for (u32 i = 0; i < num_texture_names; i++)
{
GraphicsModActionData::DrawStarted draw_started{texture_units, &skip};
for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(*texture_names[i]))
action->OnDrawStarted(&draw_started);
}
// Now the vertices can be flushed to the GPU. Everything following the CommitBuffer() call
// must be careful to not upload any utility vertices, as the binding will be lost otherwise.
const u32 num_indices = index_generator_index_len(&m_index_generator);
if (num_indices == 0)
return;
// Texture loading can cause palettes to be applied (-> uniforms -> draws).
// Palette application does not use vertices, only a full-screen quad, so this is okay.
// Same with GPU texture decoding, which uses compute shaders.
g_texture_cache->BindTextures(used_textures, samplers);
if (!skip)
{
UpdatePipelineConfig();
UpdatePipelineObject();
if (m_current_pipeline_object)
{
RenderDrawCall(pixel_shader_manager, geometry_shader_manager, m_current_primitive_type,
m_current_pipeline_object);
}
}
// Even if we skip the draw, emulated state should still be impacted
OnDraw();
// The EFB cache is now potentially stale.
g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
}
if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
{
ERROR_LOG_FMT(VIDEO,
"xf.numtexgens ({}) does not match bp.numtexgens ({}). Error in command stream.",
xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value());
}
}
void VertexManagerBase::DoState(PointerWrap& p)
{
if (p.IsReadMode())
{
// Flush old vertex data before loading state.
Flush();
}
p.Do(m_zslope);
p.Do(VertexLoaderManager::normal_cache);
p.Do(VertexLoaderManager::tangent_cache);
p.Do(VertexLoaderManager::binormal_cache);
}
void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format)
{
float out[12];
float viewOffset[2] = {xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
if (m_current_primitive_type != PrimitiveType::Triangles &&
m_current_primitive_type != PrimitiveType::TriangleStrip)
{
return;
}
// Global matrix ID.
u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
// Make sure the buffer contains at least 3 vertices.
if ((m_cur_buffer_pointer - m_base_buffer_pointer) < (vert_decl.stride * 3))
return;
// Lookup vertices of the last rendered triangle and software-transform them
// This allows us to determine the depth slope, which will be used if z-freeze
// is enabled in the following flush.
auto& system = Core::System::GetInstance();
auto& vertex_shader_manager = system.GetVertexShaderManager();
for (unsigned int i = 0; i < 3; ++i)
{
// If this vertex format has per-vertex position matrix IDs, look it up.
if (vert_decl.posmtx.enable)
mtxIdx = VertexLoaderManager::position_matrix_index_cache[2 - i];
if (vert_decl.position.components == 2)
VertexLoaderManager::position_cache[2 - i][2] = 0;
vertex_shader_manager.TransformToClipSpace(&VertexLoaderManager::position_cache[2 - i][0],
&out[i * 4], mtxIdx);
// Transform to Screenspace
float inv_w = 1.0f / out[3 + i * 4];
out[0 + i * 4] = out[0 + i * 4] * inv_w * xfmem.viewport.wd + viewOffset[0];
out[1 + i * 4] = out[1 + i * 4] * inv_w * xfmem.viewport.ht + viewOffset[1];
out[2 + i * 4] = out[2 + i * 4] * inv_w * xfmem.viewport.zRange + xfmem.viewport.farZ;
}
float dx31 = out[8] - out[0];
float dx12 = out[0] - out[4];
float dy12 = out[1] - out[5];
float dy31 = out[9] - out[1];
float DF31 = out[10] - out[2];
float DF21 = out[6] - out[2];
float a = DF31 * -dy12 - DF21 * dy31;
float b = dx31 * DF21 + dx12 * DF31;
float c = -dx12 * dy31 - dx31 * -dy12;
// Sometimes we process de-generate triangles. Stop any divide by zeros
if (c == 0)
return;
m_zslope.dfdx = -a / c;
m_zslope.dfdy = -b / c;
m_zslope.f0 = out[2] - (out[0] * m_zslope.dfdx + out[1] * m_zslope.dfdy);
m_zslope.dirty = true;
}
void VertexManagerBase::CalculateNormals(NativeVertexFormat* format)
{
const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
// Only update the binormal/tangent vertex shader constants if the vertex format lacks binormals
// (VertexLoaderManager::binormal_cache gets updated by the vertex loader when binormals are
// present, though)
if (vert_decl.normals[1].enable)
return;
VertexLoaderManager::tangent_cache[3] = 0;
VertexLoaderManager::binormal_cache[3] = 0;
auto& system = Core::System::GetInstance();
auto& vertex_shader_manager = system.GetVertexShaderManager();
if (vertex_shader_manager.constants.cached_tangent != VertexLoaderManager::tangent_cache)
{
vertex_shader_manager.constants.cached_tangent = VertexLoaderManager::tangent_cache;
vertex_shader_manager.dirty = true;
}
if (vertex_shader_manager.constants.cached_binormal != VertexLoaderManager::binormal_cache)
{
vertex_shader_manager.constants.cached_binormal = VertexLoaderManager::binormal_cache;
vertex_shader_manager.dirty = true;
}
if (vert_decl.normals[0].enable)
return;
VertexLoaderManager::normal_cache[3] = 0;
if (vertex_shader_manager.constants.cached_normal != VertexLoaderManager::normal_cache)
{
vertex_shader_manager.constants.cached_normal = VertexLoaderManager::normal_cache;
vertex_shader_manager.dirty = true;
}
}
void VertexManagerBase::UpdatePipelineConfig()
{
NativeVertexFormat* vertex_format = VertexLoaderManager::GetCurrentVertexFormat();
if (vertex_format != m_current_pipeline_config.vertex_format)
{
m_current_pipeline_config.vertex_format = vertex_format;
m_current_uber_pipeline_config.vertex_format =
VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration());
m_pipeline_config_changed = true;
}
VertexShaderUid vs_uid = GetVertexShaderUid();
if (vs_uid != m_current_pipeline_config.vs_uid)
{
m_current_pipeline_config.vs_uid = vs_uid;
m_current_uber_pipeline_config.vs_uid = UberShader::GetVertexShaderUid();
m_pipeline_config_changed = true;
}
PixelShaderUid ps_uid = GetPixelShaderUid();
if (ps_uid != m_current_pipeline_config.ps_uid)
{
m_current_pipeline_config.ps_uid = ps_uid;
m_current_uber_pipeline_config.ps_uid = UberShader::GetPixelShaderUid();
m_pipeline_config_changed = true;
}
GeometryShaderUid gs_uid = GetGeometryShaderUid(GetCurrentPrimitiveType());
if (gs_uid != m_current_pipeline_config.gs_uid)
{
m_current_pipeline_config.gs_uid = gs_uid;
m_current_uber_pipeline_config.gs_uid = gs_uid;
m_pipeline_config_changed = true;
}
if (m_rasterization_state_changed)
{
m_rasterization_state_changed = false;
RasterizationState new_rs = {};
new_rs.Generate(bpmem, m_current_primitive_type);
if (new_rs != m_current_pipeline_config.rasterization_state)
{
m_current_pipeline_config.rasterization_state = new_rs;
m_current_uber_pipeline_config.rasterization_state = new_rs;
m_pipeline_config_changed = true;
}
}
if (m_depth_state_changed)
{
m_depth_state_changed = false;
DepthState new_ds = {};
new_ds.Generate(bpmem);
if (new_ds != m_current_pipeline_config.depth_state)
{
m_current_pipeline_config.depth_state = new_ds;
m_current_uber_pipeline_config.depth_state = new_ds;
m_pipeline_config_changed = true;
}
}
if (m_blending_state_changed)
{
m_blending_state_changed = false;
BlendingState new_bs = {};
new_bs.Generate(bpmem);
if (new_bs != m_current_pipeline_config.blending_state)
{
m_current_pipeline_config.blending_state = new_bs;
m_current_uber_pipeline_config.blending_state = new_bs;
m_pipeline_config_changed = true;
}
}
}
void VertexManagerBase::UpdatePipelineObject()
{
if (!m_pipeline_config_changed)
return;
m_current_pipeline_object = nullptr;
m_current_draw_state_set = false;
m_pipeline_config_changed = false;
switch (g_ActiveConfig.iShaderCompilationMode)
{
case ShaderCompilationMode::Synchronous:
{
// Ubershaders disabled? Block and compile the specialized shader.
m_current_pipeline_object =
g_shader_cache->GetPipelineForUid(m_current_pipeline_config, &m_current_draw_state);
m_current_draw_state_set = true;
}
break;
case ShaderCompilationMode::SynchronousUberShaders:
{
// Exclusive ubershader mode, always use ubershaders.
m_current_pipeline_object =
g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config, &m_current_draw_state);
m_current_draw_state_set = true;
}
break;
case ShaderCompilationMode::AsynchronousUberShaders:
case ShaderCompilationMode::AsynchronousSkipRendering:
{
/* no threads to build on: asking for the pipeline in the background
* would build it on the spot, then an ubershader one besides */
if (!g_shader_cache->CanCompileInBackground())
{
m_current_pipeline_object =
g_shader_cache->GetPipelineForUid(m_current_pipeline_config, &m_current_draw_state);
m_current_draw_state_set = true;
return;
}
// Can we background compile shaders? If so, get the pipeline asynchronously.
auto res =
g_shader_cache->GetPipelineForUidAsync(m_current_pipeline_config, &m_current_draw_state);
if (res && (!*res || (*res)->IsReady()))
{
// Specialized shaders are ready, prefer these.
m_current_pipeline_object = *res;
m_current_draw_state_set = true;
return;
}
/* built and still compiling on the driver's threads: asked again
* next draw, until it is ready */
if (res)
m_pipeline_config_changed = true;
if (g_ActiveConfig.iShaderCompilationMode == ShaderCompilationMode::AsynchronousUberShaders)
{
// Specialized shaders not ready, use the ubershaders.
m_current_pipeline_object = g_shader_cache->GetUberPipelineForUid(
m_current_uber_pipeline_config, &m_current_draw_state);
m_current_draw_state_set = true;
}
else
{
// Ensure we try again next draw. Otherwise, if no registers change between frames, the
// object will never be drawn, even when the shader is ready.
m_pipeline_config_changed = true;
}
}
break;
}
}
void VertexManagerBase::OnConfigChange()
{
// Reload index generator function tables in case VS expand config changed
index_generator_init(&m_index_generator, g_backend_info.bSupportsPrimitiveRestart, g_Config.UseVSForLinePointExpand());
}
void VertexManagerBase::OnDraw()
{
m_draw_counter++;
// If the last efb copy was too close to the one before it, don't forget about it until the next
// efb copy happens (which might not be for a long time)
u32 diff = m_draw_counter - m_last_efb_copy_draw_counter;
if (m_unflushed_efb_copy && diff > MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK)
{
g_gfx->Flush();
m_unflushed_efb_copy = false;
m_last_efb_copy_draw_counter = m_draw_counter;
}
// If we didn't have any CPU access last frame, do nothing.
if (m_next_command_buffer_kick == m_num_command_buffer_kicks || !m_allow_background_execution)
return;
// Check if this draw is scheduled to kick a command buffer: the kicks rise, as the draw
// counter does, so only the next one can match.
while (m_next_command_buffer_kick < m_num_command_buffer_kicks &&
m_scheduled_command_buffer_kicks[m_next_command_buffer_kick] < m_draw_counter)
{
m_next_command_buffer_kick++;
}
if (m_next_command_buffer_kick < m_num_command_buffer_kicks &&
m_scheduled_command_buffer_kicks[m_next_command_buffer_kick] == m_draw_counter)
{
m_next_command_buffer_kick++;
// Kick a command buffer on the background thread.
g_gfx->Flush();
m_unflushed_efb_copy = false;
m_last_efb_copy_draw_counter = m_draw_counter;
}
}
void VertexManagerBase::OnCPUEFBAccess()
{
// Check this isn't another access without any draws in between.
if (m_num_cpu_accesses != 0 &&
m_cpu_accesses_this_frame[m_num_cpu_accesses - 1] == m_draw_counter)
return;
// Store the current draw counter for scheduling in OnEndFrame.
if (m_num_cpu_accesses < MAX_CPU_ACCESSES)
m_cpu_accesses_this_frame[m_num_cpu_accesses++] = m_draw_counter;
}
void VertexManagerBase::OnEFBCopyToRAM()
{
// If we're not deferring, try to preempt it next frame.
if (!g_ActiveConfig.bDeferEFBCopies)
{
OnCPUEFBAccess();
return;
}
// Otherwise, only execute if we have at least 10 objects between us and the last copy.
const u32 diff = m_draw_counter - m_last_efb_copy_draw_counter;
m_last_efb_copy_draw_counter = m_draw_counter;
if (diff < MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK)
{
m_unflushed_efb_copy = true;
return;
}
m_unflushed_efb_copy = false;
g_gfx->Flush();
}
void VertexManagerBase::OnEndFrame()
{
m_draw_counter = 0;
m_last_efb_copy_draw_counter = 0;
m_num_command_buffer_kicks = 0;
m_next_command_buffer_kick = 0;
// If we have no CPU access at all, leave everything in the one command buffer for maximum
// parallelism between CPU/GPU, at the cost of slightly higher latency.
if (m_num_cpu_accesses == 0)
return;
// In order to reduce CPU readback latency, we want to kick a command buffer roughly halfway
// between the draw counters that invoked the readback, or every 250 draws, whichever is
// smaller.
if (g_ActiveConfig.iCommandBufferExecuteInterval > 0)
{
u32 last_draw_counter = 0;
u32 interval = static_cast<u32>(g_ActiveConfig.iCommandBufferExecuteInterval);
for (u32 i = 0; i < m_num_cpu_accesses; i++)
{
const u32 draw_counter = m_cpu_accesses_this_frame[i];
// We don't want to waste executing command buffers for only a few draws, so set a minimum.
// Leave last_draw_counter as-is, so we get the correct number of draws between submissions.
u32 draw_count = draw_counter - last_draw_counter;
if (draw_count < MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK)
continue;
if (draw_count <= interval)
{
u32 mid_point = draw_count / 2;
if (m_num_command_buffer_kicks < MAX_COMMAND_BUFFER_KICKS)
m_scheduled_command_buffer_kicks[m_num_command_buffer_kicks++] =
last_draw_counter + mid_point;
}
else
{
u32 counter = interval;
while (counter < draw_count && m_num_command_buffer_kicks < MAX_COMMAND_BUFFER_KICKS)
{
m_scheduled_command_buffer_kicks[m_num_command_buffer_kicks++] =
last_draw_counter + counter;
counter += interval;
}
}
last_draw_counter = draw_counter;
}
}
m_num_cpu_accesses = 0;
// We invalidate the pipeline object at the start of the frame.
// This is for the rare case where only a single pipeline configuration is used,
// and hybrid ubershaders have compiled the specialized shader, but without any
// state changes the specialized shader will not take over.
InvalidatePipelineObject();
}
void VertexManagerBase::RenderDrawCall(
PixelShaderManager& pixel_shader_manager, GeometryShaderManager& geometry_shader_manager,
PrimitiveType primitive_type, const AbstractPipeline* current_pipeline)
{
// Now we can upload uniforms, as nothing else will override them.
geometry_shader_manager.SetConstants(primitive_type);
pixel_shader_manager.SetConstants();
UploadUniforms();
g_gfx->SetPipeline(current_pipeline);
if (m_current_draw_state_set &&
(g_backend_info.uDrawStateRasterizationBits | g_backend_info.uDrawStateDepthBits |
g_backend_info.uDrawStateBlendingBits))
{
g_gfx->SetDrawState(m_current_draw_state.rasterization, m_current_draw_state.depth,
m_current_draw_state.blending);
}
u32 base_vertex, base_index;
CommitBuffer(index_generator_num_verts(&m_index_generator),
VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(),
index_generator_index_len(&m_index_generator), &base_vertex, &base_index);
if (g_backend_info.api_type != APIType::D3D && g_ActiveConfig.UseVSForLinePointExpand() &&
(primitive_type == PrimitiveType::Points || primitive_type == PrimitiveType::Lines))
{
// VS point/line expansion puts the vertex id at gl_VertexID << 2
// That means the base vertex has to be adjusted to match
// (The shader adds this after shifting right on D3D, so no need to do this)
base_vertex <<= 2;
}
if (PerfQueryBase::ShouldEmulate())
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
DrawCurrentBatch(base_index, index_generator_index_len(&m_index_generator), base_vertex);
// Track the total emulated state draws
if (PerfQueryBase::ShouldEmulate())
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
}