// 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 #include "GPU/Common/IndexGenerator.h" #include "GPU/GLES/VertexDecoder.h" #include "gfx/gl_common.h" #include "gfx/gl_lost_manager.h" class LinkedShader; class ShaderManager; class TextureCache; class FramebufferManager; struct DecVtxFormat; // 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 // Try to keep this POD. class VertexArrayInfo { public: VertexArrayInfo() { status = VAI_NEW; vbo = 0; ebo = 0; numDCs = 0; prim = GE_PRIM_INVALID; numDraws = 0; numFrames = 0; lastFrame = gpuStats.numFlips; numVerts = 0; drawsUntilNextFullHash = 0; } ~VertexArrayInfo(); enum Status { VAI_NEW, VAI_HASHING, VAI_RELIABLE, // cache, don't hash VAI_UNRELIABLE, // never cache }; u32 hash; Status status; u32 vbo; u32 ebo; // Precalculated parameter for drawRangeElements u16 numVerts; u16 maxIndex; 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 TransformDrawEngine : public GfxResourceHolder { public: TransformDrawEngine(); virtual ~TransformDrawEngine(); void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, 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 vertType); void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType); bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType); void DecodeVerts(); void SetShaderManager(ShaderManager *shaderManager) { shaderManager_ = shaderManager; } void SetTextureCache(TextureCache *textureCache) { textureCache_ = textureCache; } void SetFramebufferManager(FramebufferManager *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, LinkedShader *program, int vertexCount, u32 vertexType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex); void ApplyDrawState(int prim); bool IsReallyAClear(int numVerts) const; // Preprocessing for spline/bezier u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType); // drawcall ID u32 ComputeFastDCID(); u32 ComputeHash(); // Reads deferred vertex data. VertexDecoder *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 decoderMap_; VertexDecoder *dec_; u32 lastVType_; // Vertex collector buffers u8 *decoded; u16 *decIndex; TransformedVertex *transformed; TransformedVertex *transformedExpanded; std::map vai_; // Fixed index buffer for easy quad generation from spline/bezier u16 *quadIndices_; // Vertex buffer objects // Element buffer objects enum { NUM_VBOS = 128 }; GLuint vbo_[NUM_VBOS]; GLuint ebo_[NUM_VBOS]; int curVbo_; // Other ShaderManager *shaderManager_; TextureCache *textureCache_; FramebufferManager *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 r, g, b, a; 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]) {r=in[0];g=in[1];b=in[2];a=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 *(&r + 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; } };