ppsspp/GPU/GLES/TransformPipeline.cpp

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// 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.
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// 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/.
#include "../../Core/MemMap.h"
#include "../../Core/Host.h"
#include "../../Core/System.h"
#include "../../native/gfx_es2/gl_state.h"
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#include "../Math3D.h"
#include "../GPUState.h"
#include "../ge_constants.h"
#include "StateMapping.h"
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#include "TextureCache.h"
#include "TransformPipeline.h"
#include "VertexDecoder.h"
#include "ShaderManager.h"
#include "DisplayListInterpreter.h"
#include "IndexGenerator.h"
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const GLuint glprim[8] = {
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GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_TRIANGLES, // 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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};
u8 decoded[65536 * 32];
uint16_t decIndex[65536]; // Unused
IndexGenerator indexGen;
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TransformedVertex transformed[65536];
TransformedVertex transformedExpanded[65536];
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// TODO: This should really return 2 colors, one for specular and one for diffuse.
// Convenient way to do precomputation to save the parts of the lighting calculation
// that's common between the many vertices of a draw call.
class Lighter {
public:
Lighter();
void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4]);
private:
bool disabled_;
Color4 globalAmbient;
Color4 materialEmissive;
Color4 materialAmbient;
Color4 materialDiffuse;
Color4 materialSpecular;
float specCoef_;
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// Vec3 viewer_;
bool doShadeMapping_;
int materialUpdate_;
};
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Lighter::Lighter() {
disabled_ = false;
doShadeMapping_ = (gstate.texmapmode & 0x3) == 2;
if (!doShadeMapping_ && !(gstate.lightEnable[0]&1) && !(gstate.lightEnable[1]&1) && !(gstate.lightEnable[2]&1) && !(gstate.lightEnable[3]&1))
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{
disabled_ = true;
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}
materialEmissive.GetFromRGB(gstate.materialemissive);
materialEmissive.a = 0.0f;
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globalAmbient.GetFromRGB(gstate.ambientcolor);
globalAmbient.GetFromA(gstate.ambientalpha);
materialAmbient.GetFromRGB(gstate.materialambient);
materialAmbient.a = 1.0f;
materialDiffuse.GetFromRGB(gstate.materialdiffuse);
materialDiffuse.a = 1.0f;
materialSpecular.GetFromRGB(gstate.materialspecular);
materialSpecular.a = 1.0f;
specCoef_ = getFloat24(gstate.materialspecularcoef);
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// viewer_ = Vec3(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
materialUpdate_ = gstate.materialupdate & 7;
}
void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4])
{
if (disabled_) {
memcpy(colorOut0, colorIn, sizeof(float) * 4);
memset(colorOut1, 0, sizeof(float) * 4);
return;
}
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Vec3 norm = normal.Normalized();
Color4 in(colorIn);
const Color4 *ambient;
if (materialUpdate_ & 1)
ambient = ∈
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else
ambient = &materialAmbient;
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const Color4 *diffuse;
if (materialUpdate_ & 2)
diffuse = ∈
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else
diffuse = &materialDiffuse;
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const Color4 *specular;
if (materialUpdate_ & 4)
specular = ∈
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else
specular = &materialSpecular;
Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
Color4 lightSum1(0, 0, 0, 0);
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// Try lights.elf - there's something wrong with the lighting
for (int l = 0; l < 4; l++)
{
// can we skip this light?
if ((gstate.lightEnable[l] & 1) == 0 && !doShadeMapping_)
continue;
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GELightComputation comp = (GELightComputation)(gstate.ltype[l] & 3);
GELightType type = (GELightType)((gstate.ltype[l] >> 8) & 3);
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Vec3 toLight;
if (type == GE_LIGHTTYPE_DIRECTIONAL)
toLight = Vec3(gstate_c.lightpos[l]); // lightdir is for spotlights
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else
toLight = Vec3(gstate_c.lightpos[l]) - pos;
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bool doSpecular = (comp != GE_LIGHTCOMP_ONLYDIFFUSE);
bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE;
float dot = toLight * norm;
// Clamp dot to zero.
if (dot < 0.0f) dot = 0.0f;
if (poweredDiffuse)
dot = powf(dot, specCoef_);
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float lightScale = 1.0f;
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float distance = toLight.Normalize();
if (type != GE_LIGHTTYPE_DIRECTIONAL)
{
lightScale = 1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distance + gstate_c.lightatt[l][2]*distance*distance);
if (lightScale > 1.0f) lightScale = 1.0f;
}
Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
Color4 diff = (lightDiff * *diffuse) * (dot * lightScale);
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// Real PSP specular
Vec3 toViewer(0,0,1);
// Better specular
// Vec3 toViewer = (viewer - pos).Normalized();
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if (doSpecular)
{
Vec3 halfVec = toLight;
halfVec += toViewer;
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halfVec.Normalize();
dot = halfVec * norm;
if (dot >= 0)
{
Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_)*lightScale));
}
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}
dots[l] = dot;
if (gstate.lightEnable[l] & 1)
{
Color4 lightAmbient(gstate_c.lightColor[2][l], 1.0f);
lightSum0 += lightAmbient * *ambient + diff;
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}
}
// 4?
for (int i = 0; i < 4; i++) {
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colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
}
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}
struct GlTypeInfo {
GLuint type;
int count;
GLboolean normalized;
};
const GlTypeInfo GLComp[8] = {
{0}, // DEC_NONE,
{GL_FLOAT, 1, GL_FALSE}, // DEC_FLOAT_1,
{GL_FLOAT, 2, GL_FALSE}, // DEC_FLOAT_2,
{GL_FLOAT, 3, GL_FALSE}, // DEC_FLOAT_3,
{GL_FLOAT, 4, GL_FALSE}, // DEC_FLOAT_4,
{GL_BYTE, 3, GL_TRUE}, // DEC_S8_3,
{GL_SHORT, 3, GL_TRUE},// DEC_S16_3,
{GL_UNSIGNED_BYTE, 4, GL_TRUE},// DEC_U8_4,
};
static inline void VertexAttribSetup(int attrib, int fmt, int stride, u8 *ptr) {
if (attrib != -1 && fmt) {
const GlTypeInfo &type = GLComp[fmt];
glEnableVertexAttribArray(attrib);
glVertexAttribPointer(attrib, type.count, type.type, type.normalized, stride, ptr);
}
}
static inline void VertexAttribDisable(int attrib, int fmt) {
if (attrib != -1 && fmt) {
glDisableVertexAttribArray(attrib);
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}
}
// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
static void SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt, u8 *vertexData) {
VertexAttribSetup(program->a_weight0123, decFmt.w0fmt, decFmt.stride, vertexData + decFmt.w0off);
VertexAttribSetup(program->a_weight4567, decFmt.w1fmt, decFmt.stride, vertexData + decFmt.w1off);
VertexAttribSetup(program->a_texcoord, decFmt.uvfmt, decFmt.stride, vertexData + decFmt.uvoff);
VertexAttribSetup(program->a_color0, decFmt.c0fmt, decFmt.stride, vertexData + decFmt.c0off);
VertexAttribSetup(program->a_color1, decFmt.c1fmt, decFmt.stride, vertexData + decFmt.c1off);
VertexAttribSetup(program->a_normal, decFmt.nrmfmt, decFmt.stride, vertexData + decFmt.nrmoff);
VertexAttribSetup(program->a_position, decFmt.posfmt, decFmt.stride, vertexData + decFmt.posoff);
}
static void DesetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt) {
VertexAttribDisable(program->a_weight0123, decFmt.w0fmt);
VertexAttribDisable(program->a_weight4567, decFmt.w1fmt);
VertexAttribDisable(program->a_texcoord, decFmt.uvfmt);
VertexAttribDisable(program->a_color0, decFmt.c0fmt);
VertexAttribDisable(program->a_color1, decFmt.c1fmt);
VertexAttribDisable(program->a_normal, decFmt.nrmfmt);
VertexAttribDisable(program->a_position, decFmt.posfmt);
}
// This is the software transform pipeline, which is necessary for supporting RECT
// primitives correctly, and may be easier to use for debugging than the hardware
// transform pipeline.
// There's code here that simply expands transformed RECTANGLES into plain triangles.
// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
// 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
// this code.
// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
// space and thus make decent use of hardware transform.
// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
void SoftwareTransformAndDraw(int prim, LinkedShader *program, int vertexCount, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex, float *customUV)
{
/*
DEBUG_LOG(G3D, "View matrix:");
const float *m = &gstate.viewMatrix[0];
DEBUG_LOG(G3D, "%f %f %f", m[0], m[1], m[2]);
DEBUG_LOG(G3D, "%f %f %f", m[3], m[4], m[5]);
DEBUG_LOG(G3D, "%f %f %f", m[6], m[7], m[8]);
DEBUG_LOG(G3D, "%f %f %f", m[9], m[10], m[11]);
*/
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// Temporary storage for RECTANGLES emulation
float v2[3] = {0};
float uv2[2] = {0};
bool throughmode = (gstate.vertType & GE_VTYPE_THROUGH_MASK) != 0;
// 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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#if defined(USING_GLES2)
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if (vertexCount > 0x10000/3)
vertexCount = 0x10000/3;
#endif
Lighter lighter;
VertexReader reader(decoded, decVtxFormat);
for (int index = 0; index < maxIndex; index++)
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{
reader.Goto(index);
float v[3] = {0, 0, 0};
float c0[4] = {1, 1, 1, 1};
float c1[4] = {0, 0, 0, 0};
float uv[2] = {0, 0};
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if (throughmode)
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{
// Do not touch the coordinates or the colors. No lighting.
reader.ReadPos(v);
if (reader.hasColor0()) {
reader.ReadColor0(c0);
for (int j = 0; j < 4; j++) {
c1[j] = 0.0f;
}
}
else
{
c0[0] = (gstate.materialambient & 0xFF) / 255.f;
c0[1] = ((gstate.materialambient >> 8) & 0xFF) / 255.f;
c0[2] = ((gstate.materialambient >> 16) & 0xFF) / 255.f;
c0[3] = (gstate.materialalpha & 0xFF) / 255.f;
}
if (reader.hasUV()) {
reader.ReadUV(uv);
}
// Scale UV?
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}
else
{
// 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] = {0};
reader.ReadPos(pos);
if (reader.hasNormal())
reader.ReadNrm(nrm);
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if ((gstate.vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE)
{
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
} else {
memset(norm, 0, 12);
}
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}
else
{
float weights[8];
reader.ReadWeights(weights);
// Skinning
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Vec3 psum(0,0,0);
Vec3 nsum(0,0,0);
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int nweights = ((gstate.vertType & GE_VTYPE_WEIGHTCOUNT_MASK) >> GE_VTYPE_WEIGHTCOUNT_SHIFT) + 1;
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for (int i = 0; i < nweights; i++)
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{
if (weights[i] != 0.0f) {
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
Vec3 tpos(out);
psum += tpos * weights[i];
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nrm, gstate.boneMatrix+i*12);
Vec3 tnorm(norm);
nsum += tnorm * weights[i];
}
}
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}
// Yes, we really must multiply by the world matrix too.
Vec3ByMatrix43(out, psum.v, gstate.worldMatrix);
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nsum.v, gstate.worldMatrix);
}
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}
// Perform lighting here if enabled. don't need to check through, it's checked above.
float dots[4] = {0,0,0,0};
float unlitColor[4] = {1, 1, 1, 1};
if (reader.hasColor0()) {
reader.ReadColor0(unlitColor);
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} else {
unlitColor[0] = (gstate.materialambient & 0xFF) / 255.f;
unlitColor[1] = ((gstate.materialambient >> 8) & 0xFF) / 255.f;
unlitColor[2] = ((gstate.materialambient >> 16) & 0xFF) / 255.f;
unlitColor[3] = (gstate.materialalpha & 0xFF) / 255.f;
}
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor, out, norm, dots);
if (gstate.lightingEnable & 1)
{
// Don't ignore gstate.lmode - we should send two colors in that case
if (gstate.lmode & 1) {
// Separate colors
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j];
c1[j] = litColor1[j];
}
} else {
// Summed color into c0
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j] + litColor1[j];
c1[j] = 0.0f;
}
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}
}
else
{
if (reader.hasColor0()) {
for (int j = 0; j < 4; j++) {
c0[j] = unlitColor[j];
c1[j] = 0.0f;
}
} else {
c0[0] = (gstate.materialambient & 0xFF) / 255.f;
c0[1] = ((gstate.materialambient >> 8) & 0xFF) / 255.f;
c0[2] = ((gstate.materialambient >> 16) & 0xFF) / 255.f;
c0[3] = (gstate.materialalpha & 0xFF) / 255.f;
}
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}
if (customUV) {
uv[0] = customUV[index * 2 + 0]*gstate_c.uScale + gstate_c.uOff;
uv[1] = customUV[index * 2 + 1]*gstate_c.vScale + gstate_c.vOff;
} else if (reader.hasUV()) {
float ruv[2];
reader.ReadUV(ruv);
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// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
switch (gstate.getUVGenMode())
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{
case 0: // UV mapping
// Texture scale/offset is only performed in this mode.
uv[0] = ruv[0]*gstate_c.uScale + gstate_c.uOff;
uv[1] = ruv[1]*gstate_c.vScale + gstate_c.vOff;
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break;
case 1:
{
// Projection mapping
Vec3 source;
switch (gstate.getUVProjMode())
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{
case 0: // Use model space XYZ as source
source = pos;
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break;
case 1: // Use unscaled UV as source
source = Vec3(ruv[0], ruv[1], 0.0f);
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break;
case 2: // Use normalized normal as source
source = Vec3(norm).Normalized();
break;
case 3: // Use non-normalized normal as source!
source = Vec3(norm);
break;
}
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float uvw[3];
Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
uv[0] = uvw[0];
uv[1] = uvw[1];
}
break;
case 2:
// Shade mapping - use dot products from light sources to generate U and V.
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{
uv[0] = dots[gstate.getUVLS0()];
uv[1] = dots[gstate.getUVLS1()];
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}
break;
case 3:
// Illegal
break;
}
}
// Transform the coord by the view matrix.
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Vec3ByMatrix43(v, out, gstate.viewMatrix);
}
// TODO: Write to a flexible buffer, we don't always need all four components.
memcpy(&transformed[index].x, v, 3 * sizeof(float));
memcpy(&transformed[index].uv, uv, 2 * sizeof(float));
memcpy(&transformed[index].color0, c0, 4 * sizeof(float));
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memcpy(&transformed[index].color1, c1, 3 * sizeof(float));
}
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// 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++) {
int index = ((u16*)inds)[i];
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TransformedVertex &transVtx = transformed[index];
if ((i & 1) == 0)
{
// Save this vertex so we can generate when we get the next one. Color is taken from the last vertex.
saved = transVtx;
}
else
{
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
// TODO: there's supposed to be extra magic here to rotate the UV coordinates depending on if upside down etc.
// bottom right
*trans = transVtx;
trans++;
// top left
*trans = transVtx;
trans->x = saved.x;
trans->uv[0] = saved.uv[0];
trans->y = saved.y;
trans->uv[1] = saved.uv[1];
trans++;
// top right
*trans = transVtx;
trans->x = saved.x;
trans->uv[0] = saved.uv[0];
trans++;
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// bottom left
*trans = transVtx;
trans->y = saved.y;
trans->uv[1] = saved.uv[1];
trans++;
// bottom right
*trans = transVtx;
trans->x = saved.x;
trans->uv[0] = saved.uv[0];
trans->y = saved.y;
trans->uv[1] = saved.uv[1];
trans++;
// top left
*trans = transVtx;
trans++;
numTrans += 6;
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}
}
}
// TODO: Make a cache for glEnableVertexAttribArray and glVertexAttribPtr states,
// these spam the gDebugger log.
glEnableVertexAttribArray(program->a_position);
if (program->a_texcoord != -1) glEnableVertexAttribArray(program->a_texcoord);
if (program->a_color0 != -1) glEnableVertexAttribArray(program->a_color0);
if (program->a_color1 != -1) glEnableVertexAttribArray(program->a_color1);
const int vertexSize = sizeof(transformed[0]);
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, vertexSize, drawBuffer);
if (program->a_texcoord != -1) glVertexAttribPointer(program->a_texcoord, 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 3 * 4);
if (program->a_color0 != -1) glVertexAttribPointer(program->a_color0, 4, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 5 * 4);
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if (program->a_color1 != -1) glVertexAttribPointer(program->a_color1, 3, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 9 * 4);
if (drawIndexed) {
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, (GLvoid *)inds);
} else {
glDrawArrays(glprim[prim], 0, numTrans);
}
glDisableVertexAttribArray(program->a_position);
if (program->a_texcoord != -1) glDisableVertexAttribArray(program->a_texcoord);
if (program->a_color0 != -1) glDisableVertexAttribArray(program->a_color0);
if (program->a_color1 != -1) glDisableVertexAttribArray(program->a_color1);
}
void GLES_GPU::TransformAndDrawPrim(void *verts, void *inds, int prim, int vertexCount, float *customUV, int forceIndexType, int *bytesRead)
{
// For the future
if (!indexGen.PrimCompatible(prim))
Flush(prim);
int indexLowerBound, indexUpperBound;
// First, decode the verts and apply morphing
VertexDecoder dec;
dec.SetVertexType(gstate.vertType);
dec.DecodeVerts(decoded, verts, inds, prim, vertexCount, &indexLowerBound, &indexUpperBound);
if (bytesRead)
*bytesRead = vertexCount * dec.VertexSize();
indexGen.Start(decIndex, 0, prim);
int indexType = (gstate.vertType & GE_VTYPE_IDX_MASK);
if (forceIndexType != -1) indexType = forceIndexType;
switch (indexType) {
case GE_VTYPE_IDX_NONE:
switch (prim) {
case GE_PRIM_POINTS: indexGen.AddPoints(vertexCount); break;
case GE_PRIM_LINES: indexGen.AddLineList(vertexCount); break;
case GE_PRIM_LINE_STRIP: indexGen.AddLineStrip(vertexCount); break;
case GE_PRIM_TRIANGLES: indexGen.AddList(vertexCount); break;
case GE_PRIM_TRIANGLE_STRIP: indexGen.AddStrip(vertexCount); break;
case GE_PRIM_TRIANGLE_FAN: indexGen.AddFan(vertexCount); break;
case GE_PRIM_RECTANGLES: indexGen.AddLineList(vertexCount); break; // Same
}
break;
case GE_VTYPE_IDX_8BIT:
switch (prim) {
case GE_PRIM_POINTS: indexGen.TranslatePoints(vertexCount, (const u16 *)inds, -indexLowerBound); break;
case GE_PRIM_LINES: indexGen.TranslateLineList(vertexCount, (const u8 *)inds, -indexLowerBound); break;
case GE_PRIM_LINE_STRIP: indexGen.TranslateLineStrip(vertexCount, (const u8 *)inds, -indexLowerBound); break;
case GE_PRIM_TRIANGLES: indexGen.TranslateList(vertexCount, (const u8 *)inds, -indexLowerBound); break;
case GE_PRIM_TRIANGLE_STRIP: indexGen.TranslateStrip(vertexCount, (const u8 *)inds, -indexLowerBound); break;
case GE_PRIM_TRIANGLE_FAN: indexGen.TranslateFan(vertexCount, (const u8 *)inds, -indexLowerBound); break;
case GE_PRIM_RECTANGLES: indexGen.TranslateLineList(vertexCount, (const u8 *)inds, -indexLowerBound); break; // Same
}
break;
case GE_VTYPE_IDX_16BIT:
switch (prim) {
case GE_PRIM_POINTS: indexGen.TranslatePoints(vertexCount, (const u16 *)inds, -indexLowerBound); break;
case GE_PRIM_LINES: indexGen.TranslateLineList(vertexCount, (const u16 *)inds, -indexLowerBound); break;
case GE_PRIM_LINE_STRIP: indexGen.TranslateLineStrip(vertexCount, (const u16 *)inds, -indexLowerBound); break;
case GE_PRIM_TRIANGLES: indexGen.TranslateList(vertexCount, (const u16 *)inds, -indexLowerBound); break;
case GE_PRIM_TRIANGLE_STRIP: indexGen.TranslateStrip(vertexCount, (const u16 *)inds, -indexLowerBound); break;
case GE_PRIM_TRIANGLE_FAN: indexGen.TranslateFan(vertexCount, (const u16 *)inds, -indexLowerBound); break;
case GE_PRIM_RECTANGLES: indexGen.TranslateLineList(vertexCount, (const u16 *)inds, -indexLowerBound); break; // Same
}
break;
}
indexType = GE_VTYPE_IDX_16BIT;
// From here on out, the index type is ALWAYS 16-bit. Deal with it.
// And here we should return, having collected the morphed but untransformed vertices.
// Note that DecodeVerts should convert strips into indexed lists etc, adding to our
// current vertex buffer and index buffer.
// The rest below here should only execute on Flush.
#if 0
for (int i = indexLowerBound; i <= indexUpperBound; i++) {
PrintDecodedVertex(decoded[i], gstate.vertType);
}
#endif
// Check if anything needs updating
if (gstate_c.textureChanged)
{
if ((gstate.textureMapEnable & 1) && !gstate.isModeClear())
{
PSPSetTexture();
}
2012-12-20 22:47:10 +00:00
gstate_c.textureChanged = false;
}
gpuStats.numDrawCalls++;
gpuStats.numVertsTransformed += vertexCount;
// TODO: This should not be done on every drawcall, we should collect vertex data
// until critical state changes. That's when we draw (flush).
ApplyDrawState();
UpdateViewportAndProjection();
LinkedShader *program = shaderManager_->ApplyShader(prim);
if (CanUseHardwareTransform(prim)) {
SetupDecFmtForDraw(program, dec.GetDecVtxFmt(), decoded);
glDrawElements(glprim[prim], indexGen.VertexCount(), GL_UNSIGNED_SHORT, (GLvoid *)decIndex);
DesetupDecFmtForDraw(program, dec.GetDecVtxFmt());
} else {
SoftwareTransformAndDraw(prim, program, indexGen.VertexCount(), (void *)decIndex, indexType, dec.GetDecVtxFmt(),
indexGen.MaxIndex(), customUV);
}
}
void GLES_GPU::Flush(int prim) {
// TODO
}