ppsspp/GPU/GLES/VertexDecoder.cpp

495 lines
13 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/.
#include "math/lin/matrix4x4.h"
#include "../../Core/MemMap.h"
#include "../ge_constants.h"
#include "VertexDecoder.h"
void PrintDecodedVertex(const DecodedVertex &vtx, u32 vtype) {
if (vtype & GE_VTYPE_NRM_MASK) printf("N: %f %f %f\n", vtx.normal[0], vtx.normal[1], vtx.normal[2]);
if (vtype & GE_VTYPE_TC_MASK) printf("TC: %f %f\n", vtx.uv[0], vtx.uv[1]);
if (vtype & GE_VTYPE_COL_MASK) printf("C: %02x %02x %02x %02x\n", vtx.color[0], vtx.color[1], vtx.color[2], vtx.color[3]);
if (vtype & GE_VTYPE_WEIGHT_MASK) printf("W: TODO\n");
printf("P: %f %f %f\n", vtx.pos[0], vtx.pos[1], vtx.pos[2]);
}
const int tcsize[4] = {0,2,4,8}, tcalign[4] = {0,1,2,4};
const int colsize[8] = {0,0,0,0,2,2,2,4}, colalign[8] = {0,0,0,0,2,2,2,4};
const int nrmsize[4] = {0,3,6,12}, nrmalign[4] = {0,1,2,4};
const int possize[4] = {0,3,6,12}, posalign[4] = {0,1,2,4};
const int wtsize[4] = {0,1,2,4}, wtalign[4] = {0,1,2,4};
inline int align(int n, int align) {
return (n + (align - 1)) & ~(align - 1);
}
int DecFmtSize(u8 fmt) {
switch (fmt) {
case DEC_NONE: return 0;
case DEC_FLOAT_1: return 4;
case DEC_FLOAT_2: return 8;
case DEC_FLOAT_3: return 12;
case DEC_FLOAT_4: return 16;
case DEC_S8_3: return 4;
case DEC_S16_3: return 8;
case DEC_U8_4: return 4;
default:
return 0;
}
}
// This is what the software transform spits out, and thus w
DecVtxFormat GetTransformedVtxFormat(const DecVtxFormat &fmt) {
DecVtxFormat tfm = {0};
int size = 0;
int offset = 0;
// Weights disappear during transform.
if (fmt.uvfmt) {
// UV always becomes float2.
tfm.uvfmt = DEC_FLOAT_2;
tfm.uvoff = offset;
offset += DecFmtSize(tfm.uvfmt);
}
// We always (?) get two colors out, they're floats (although we'd probably be fine with less precision).
tfm.c0fmt = DEC_FLOAT_4;
tfm.c0off = offset;
offset += DecFmtSize(tfm.c0fmt);
tfm.c1fmt = DEC_FLOAT_3; // color1 (specular) doesn't have alpha.
tfm.c1off = offset;
offset += DecFmtSize(tfm.c1fmt);
// We never get a normal, it's gone.
// But we do get a position, and it's always float3.
tfm.posfmt = DEC_FLOAT_3;
tfm.posoff = offset;
offset += DecFmtSize(tfm.posfmt);
// Update stride.
tfm.stride = offset;
return tfm;
}
void VertexDecoder::SetVertexType(u32 fmt) {
fmt_ = fmt;
throughmode = (fmt & GE_VTYPE_THROUGH) != 0;
int biggest = 0;
size = 0;
tc = fmt & 0x3;
col = (fmt >> 2) & 0x7;
nrm = (fmt >> 5) & 0x3;
pos = (fmt >> 7) & 0x3;
weighttype = (fmt >> 9) & 0x3;
idx = (fmt >> 11) & 0x3;
morphcount = ((fmt >> 18) & 0x7)+1;
nweights = ((fmt >> 14) & 0x7)+1;
int decOff = 0;
memset(&decFmt, 0, sizeof(decFmt));
DEBUG_LOG(G3D,"VTYPE: THRU=%i TC=%i COL=%i POS=%i NRM=%i WT=%i NW=%i IDX=%i MC=%i", (int)throughmode, tc,col,pos,nrm,weighttype,nweights,idx,morphcount);
if (weighttype) { // && nweights?
//size = align(size, wtalign[weighttype]); unnecessary
size += wtsize[weighttype] * nweights;
if (wtalign[weighttype] > biggest)
biggest = wtalign[weighttype];
if (nweights < 5) {
decFmt.w0off = decOff;
decFmt.w0fmt = DEC_FLOAT_1 + nweights - 1;
} else {
decFmt.w0off = decOff;
decFmt.w0fmt = DEC_FLOAT_4;
decFmt.w1off = decOff + 4 * 4;
decFmt.w1fmt = DEC_FLOAT_1 + nweights - 5;
}
decOff += nweights * 4;
}
if (tc) {
size = align(size, tcalign[tc]);
tcoff = size;
size += tcsize[tc];
if (tcalign[tc] > biggest)
biggest = tcalign[tc];
// All UV decode to DEC_FLOAT2 currently.
decFmt.uvfmt = DEC_FLOAT_2;
decFmt.uvoff = decOff;
decOff += DecFmtSize(decFmt.uvfmt);
}
if (col) {
size = align(size, colalign[col]);
coloff = size;
size += colsize[col];
if (colalign[col] > biggest)
biggest = colalign[col];
// All color formats decode to DEC_U8_4 currently.
// They can become floats later during transform though.
decFmt.c0fmt = DEC_U8_4;
decFmt.c0off = decOff;
decOff += DecFmtSize(decFmt.c0fmt);
} else {
coloff = 0;
}
if (nrm) {
size = align(size, nrmalign[nrm]);
nrmoff = size;
size += nrmsize[nrm];
if (nrmalign[nrm] > biggest)
biggest = nrmalign[nrm];
// The normal formats match the gl formats perfectly, let's use 'em.
switch (nrm) {
case GE_VTYPE_NRM_8BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S8_3; break;
case GE_VTYPE_NRM_16BIT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_S16_3; break;
case GE_VTYPE_NRM_FLOAT >> GE_VTYPE_NRM_SHIFT: decFmt.nrmfmt = DEC_FLOAT_3; break;
}
// Actually, temporarily let's not.
decFmt.nrmfmt = DEC_FLOAT_3;
decFmt.nrmoff = decOff;
decOff += DecFmtSize(decFmt.nrmfmt);
}
//if (pos) - there's always a position
{
size = align(size, posalign[pos]);
posoff = size;
size += possize[pos];
if (posalign[pos] > biggest)
biggest = posalign[pos];
if (throughmode) {
decFmt.posfmt = DEC_FLOAT_3;
} else {
// The non-through-mode position formats match the gl formats perfectly, let's use 'em.
switch (pos) {
case GE_VTYPE_POS_8BIT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_S8_3; break;
case GE_VTYPE_POS_16BIT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_S16_3; break;
case GE_VTYPE_POS_FLOAT >> GE_VTYPE_POS_SHIFT: decFmt.posfmt = DEC_FLOAT_3; break;
}
// Actually, temporarily let's not.
decFmt.posfmt = DEC_FLOAT_3;
}
decFmt.posoff = decOff;
decOff += DecFmtSize(decFmt.posfmt);
}
decFmt.stride = decOff;
size = align(size, biggest);
onesize_ = size;
size *= morphcount;
DEBUG_LOG(G3D,"SVT : size = %i, aligned to biggest %i", size, biggest);
}
void VertexDecoder::DecodeVerts(u8 *decoded, const void *verts, const void *inds, int prim, int count, int *indexLowerBound, int *indexUpperBound) const
{
// TODO: Remove
if (morphcount == 1)
gstate_c.morphWeights[0] = 1.0f;
// Find index bounds. Could cache this in display lists.
int lowerBound = 0x7FFFFFFF;
int upperBound = 0;
if (idx == (GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT)) {
const u8 *ind8 = (const u8 *)inds;
for (int i = 0; i < count; i++) {
if (ind8[i] < lowerBound)
lowerBound = ind8[i];
if (ind8[i] > upperBound)
upperBound = ind8[i];
}
} else if (idx == (GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT)) {
const u16 *ind16 = (const u16*)inds;
for (int i = 0; i < count; i++) {
if (ind16[i] < lowerBound)
lowerBound = ind16[i];
if (ind16[i] > upperBound)
upperBound = ind16[i];
}
} else {
lowerBound = 0;
upperBound = count - 1;
}
*indexLowerBound = lowerBound;
*indexUpperBound = upperBound;
// Decode the vertices within the found bounds, once each (unlike the previous way..)
for (int index = lowerBound; index <= upperBound; index++)
{
u8 *ptr = (u8*)verts + (index * size);
// TODO: Should weights be morphed?
float *wt = (float *)decoded;
switch (weighttype)
{
case GE_VTYPE_WEIGHT_NONE >> 9:
break;
case GE_VTYPE_WEIGHT_8BIT >> 9:
{
const u8 *wdata = (const u8*)(ptr);
for (int j = 0; j < nweights; j++)
wt[j] = (float)wdata[j] / 128.0f;
}
break;
case GE_VTYPE_WEIGHT_16BIT >> 9:
{
const u16 *wdata = (const u16*)(ptr);
for (int j = 0; j < nweights; j++)
wt[j] = (float)wdata[j] / 32768.0f;
}
break;
case GE_VTYPE_WEIGHT_FLOAT >> 9:
{
const float *wdata = (const float*)(ptr+0);
for (int j = 0; j < nweights; j++)
wt[j] = wdata[j];
}
break;
}
if (weighttype)
decoded += nweights * sizeof(float);
// TODO: Not morphing UV yet
switch (tc)
{
case GE_VTYPE_TC_NONE:
break;
case GE_VTYPE_TC_8BIT:
{
float *uv = (float *)decoded;
const u8 *uvdata = (const u8*)(ptr + tcoff);
for (int j = 0; j < 2; j++)
uv[j] = (float)uvdata[j] / 128.0f;
decoded += 2 * sizeof(float);
break;
}
case GE_VTYPE_TC_16BIT:
{
float *uv = (float *)decoded;
const u16 *uvdata = (const u16*)(ptr + tcoff);
if (throughmode)
{
uv[0] = (float)uvdata[0] / (float)(gstate_c.curTextureWidth);
uv[1] = (float)uvdata[1] / (float)(gstate_c.curTextureHeight);
}
else
{
uv[0] = (float)uvdata[0] / 32768.0f;
uv[1] = (float)uvdata[1] / 32768.0f;
}
decoded += 2 * sizeof(float);
}
break;
case GE_VTYPE_TC_FLOAT:
{
float *uv = (float *)decoded;
const float *uvdata = (const float*)(ptr + tcoff);
if (throughmode) {
uv[0] = uvdata[0] / (float)(gstate_c.curTextureWidth);
uv[1] = uvdata[1] / (float)(gstate_c.curTextureHeight);
} else {
uv[0] = uvdata[0];
uv[1] = uvdata[1];
}
decoded += 2 * sizeof(float);
}
break;
}
// TODO: Not morphing color yet
switch (col)
{
case GE_VTYPE_COL_4444 >> 2:
{
u8 *c = decoded;
u16 cdata = *(u16*)(ptr + coloff);
for (int j = 0; j < 4; j++)
c[j] = Convert4To8((cdata >> (j * 4)) & 0xF);
decoded += 4;
}
break;
case GE_VTYPE_COL_565 >> 2:
{
u8 *c = decoded;
u16 cdata = *(u16*)(ptr + coloff);
c[0] = Convert5To8(cdata & 0x1f);
c[1] = Convert6To8((cdata>>5) & 0x3f);
c[2] = Convert5To8((cdata>>11) & 0x1f);
c[3] = 1.0f;
decoded += 4;
}
break;
case GE_VTYPE_COL_5551 >> 2:
{
u8 *c = decoded;
u16 cdata = *(u16*)(ptr + coloff);
c[0] = Convert5To8(cdata & 0x1f);
c[1] = Convert5To8((cdata>>5) & 0x1f);
c[2] = Convert5To8((cdata>>10) & 0x1f);
c[3] = (cdata>>15) ? 255 : 0;
decoded += 4;
}
break;
case GE_VTYPE_COL_8888 >> 2:
{
u8 *c = decoded;
// TODO: speedup
u8 *cdata = (u8*)(ptr + coloff);
for (int j = 0; j < 4; j++)
c[j] = cdata[j];
decoded += 4;
}
break;
default:
break;
}
float *normal = (float *)decoded;
if (nrm) {
memset(normal, 0, sizeof(float)*3);
for (int n = 0; n < morphcount; n++)
{
float multiplier = gstate_c.morphWeights[n];
if (gstate.reversenormals & 0xFFFFFF) {
multiplier = -multiplier;
}
switch (nrm)
{
case GE_VTYPE_NRM_8BIT:
{
const s8 *sv = (const s8*)(ptr + onesize_*n + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] += (sv[j]/127.0f) * multiplier;
}
break;
case GE_VTYPE_NRM_FLOAT >> 5:
{
const float *fv = (const float*)(ptr + onesize_*n + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] += fv[j] * multiplier;
}
break;
case GE_VTYPE_NRM_16BIT >> 5:
{
const short *sv = (const short*)(ptr + onesize_*n + nrmoff);
for (int j = 0; j < 3; j++)
normal[j] += (sv[j]/32767.0f) * multiplier;
}
break;
}
}
decoded += 12;
}
float *v = (float *)decoded;
if (morphcount == 1) {
switch (pos)
{
case GE_VTYPE_POS_FLOAT >> 7:
{
const float *fv = (const float*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] = fv[j];
}
break;
case GE_VTYPE_POS_16BIT >> 7:
{
float multiplier = 1.0f / 32767.0f;
if (throughmode) multiplier = 1.0f;
const short *sv = (const short*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] = sv[j] * multiplier;
}
break;
case GE_VTYPE_POS_8BIT >> 7:
{
float multiplier = 1.0f / 127.0f;
if (throughmode) multiplier = 1.0f;
const s8 *sv = (const s8*)(ptr + posoff);
for (int j = 0; j < 3; j++)
v[j] = sv[j] * multiplier;
}
break;
default:
ERROR_LOG(G3D, "Unknown position format %i",pos);
break;
}
} else {
memset(v, 0, sizeof(float) * 3);
for (int n = 0; n < morphcount; n++)
{
switch (pos)
{
case GE_VTYPE_POS_FLOAT >> 7:
{
const float *fv = (const float*)(ptr + onesize_*n + posoff);
for (int j = 0; j < 3; j++)
v[j] += fv[j] * gstate_c.morphWeights[n];
}
break;
case GE_VTYPE_POS_16BIT >> 7:
{
float multiplier = 1.0f / 32767.0f;
if (throughmode) multiplier = 1.0f;
const short *sv = (const short*)(ptr + onesize_*n + posoff);
for (int j = 0; j < 3; j++)
v[j] += (sv[j] * multiplier) * gstate_c.morphWeights[n];
}
break;
case GE_VTYPE_POS_8BIT >> 7:
{
const s8 *sv = (const s8*)(ptr + onesize_*n + posoff);
for (int j = 0; j < 3; j++)
v[j] += (sv[j] / 127.f) * gstate_c.morphWeights[n];
}
break;
default:
ERROR_LOG(G3D,"Unknown position format %i",pos);
break;
}
}
}
decoded += 12;
}
}