mirror of
https://github.com/libretro/ppsspp.git
synced 2025-01-07 09:00:40 +00:00
1132 lines
36 KiB
C++
1132 lines
36 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// 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,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "base/timeutil.h"
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#include "Common/MemoryUtil.h"
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#include "../../Core/MemMap.h"
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#include "../../Core/Host.h"
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#include "../../Core/System.h"
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#include "../../native/gfx_es2/gl_state.h"
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#include "../../native/ext/cityhash/city.h"
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#include "../Math3D.h"
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#include "../GPUState.h"
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#include "../ge_constants.h"
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#include "../../Core/Config.h"
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#include "StateMapping.h"
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#include "TextureCache.h"
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#include "TransformPipeline.h"
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#include "VertexDecoder.h"
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#include "ShaderManager.h"
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#include "DisplayListInterpreter.h"
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const GLuint glprim[8] = {
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GL_POINTS,
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GL_LINES,
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GL_LINE_STRIP,
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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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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};
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enum {
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DECODED_VERTEX_BUFFER_SIZE = 65536 * 48,
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DECODED_INDEX_BUFFER_SIZE = 65536 * 2,
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TRANSFORMED_VERTEX_BUFFER_SIZE = 65536 * sizeof(TransformedVertex)
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};
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TransformDrawEngine::TransformDrawEngine()
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: collectedVerts(0),
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prevPrim_(-1),
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lastVType_(-1),
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curVbo_(0),
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shaderManager_(0),
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textureCache_(0),
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framebufferManager_(0),
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numDrawCalls(0) {
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// Allocate nicely aligned memory. Maybe graphics drivers will
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// appreciate it.
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// All this is a LOT of memory, need to see if we can cut down somehow.
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decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE);
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decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
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transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
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transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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memset(vbo_, 0, sizeof(vbo_));
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memset(ebo_, 0, sizeof(ebo_));
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indexGen.Setup(decIndex);
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InitDeviceObjects();
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register_gl_resource_holder(this);
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}
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TransformDrawEngine::~TransformDrawEngine() {
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DestroyDeviceObjects();
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FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
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FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
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FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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unregister_gl_resource_holder(this);
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}
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void TransformDrawEngine::InitDeviceObjects() {
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if (!vbo_[0]) {
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glGenBuffers(NUM_VBOS, &vbo_[0]);
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glGenBuffers(NUM_VBOS, &ebo_[0]);
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} else {
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ERROR_LOG(G3D, "Device objects already initialized!");
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}
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}
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void TransformDrawEngine::DestroyDeviceObjects() {
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glDeleteBuffers(NUM_VBOS, &vbo_[0]);
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glDeleteBuffers(NUM_VBOS, &ebo_[0]);
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memset(vbo_, 0, sizeof(vbo_));
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memset(ebo_, 0, sizeof(ebo_));
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ClearTrackedVertexArrays();
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}
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void TransformDrawEngine::GLLost() {
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// The objects have already been deleted.
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memset(vbo_, 0, sizeof(vbo_));
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memset(ebo_, 0, sizeof(ebo_));
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ClearTrackedVertexArrays();
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InitDeviceObjects();
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}
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// Just to get something on the screen, we'll just not subdivide correctly.
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void TransformDrawEngine::DrawBezier(int ucount, int vcount) {
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u16 indices[3 * 3 * 6];
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// Generate indices for a rectangular mesh.
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int c = 0;
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for (int y = 0; y < 3; y++) {
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for (int x = 0; x < 3; x++) {
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indices[c++] = y * 4 + x;
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indices[c++] = y * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x;
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indices[c++] = y * 4 + x;
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}
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}
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// We are free to use the "decoded" buffer here.
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// Let's split it into two to get a second buffer, there's enough space.
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u8 *decoded2 = decoded + 65536 * 24;
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// Alright, now for the vertex data.
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// For now, we will simply inject UVs.
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float customUV[4 * 4 * 2];
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
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customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
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}
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}
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if (!(gstate.vertType & GE_VTYPE_TC_MASK)) {
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dec.SetVertexType(gstate.vertType);
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u32 newVertType = dec.InjectUVs(decoded2, Memory::GetPointer(gstate_c.vertexAddr), customUV, 16);
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SubmitPrim(decoded2, &indices[0], GE_PRIM_TRIANGLES, c, newVertType, GE_VTYPE_IDX_16BIT, 0);
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} else {
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SubmitPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, c, gstate.vertType, GE_VTYPE_IDX_16BIT, 0);
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}
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Flush(); // as our vertex storage here is temporary, it will only survive one draw.
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}
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// Copy code from bezier. This is not right, but allow to display something.
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void TransformDrawEngine::DrawSpline(int ucount, int vcount, int utype, int vtype) {
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u16 indices[3 * 3 * 6];
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// Generate indices for a rectangular mesh.
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int c = 0;
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for (int y = 0; y < 3; y++) {
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for (int x = 0; x < 3; x++) {
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indices[c++] = y * 4 + x;
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indices[c++] = y * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x + 1;
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indices[c++] = (y + 1) * 4 + x;
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indices[c++] = y * 4 + x;
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}
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}
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// We are free to use the "decoded" buffer here.
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// Let's split it into two to get a second buffer, there's enough space.
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u8 *decoded2 = decoded + 65536 * 24;
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// Alright, now for the vertex data.
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// For now, we will simply inject UVs.
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float customUV[4 * 4 * 2];
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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customUV[(y * 4 + x) * 2 + 0] = (float)x/3.0f;
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customUV[(y * 4 + x) * 2 + 1] = (float)y/3.0f;
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}
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}
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if (!(gstate.vertType & GE_VTYPE_TC_MASK)) {
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dec.SetVertexType(gstate.vertType);
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u32 newVertType = dec.InjectUVs(decoded2, Memory::GetPointer(gstate_c.vertexAddr), customUV, 16);
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SubmitPrim(decoded2, &indices[0], GE_PRIM_TRIANGLES, c, newVertType, GE_VTYPE_IDX_16BIT, 0);
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} else {
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SubmitPrim(Memory::GetPointer(gstate_c.vertexAddr), &indices[0], GE_PRIM_TRIANGLES, c, gstate.vertType, GE_VTYPE_IDX_16BIT, 0);
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}
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Flush(); // as our vertex storage here is temporary, it will only survive one draw.
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}
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// Convenient way to do precomputation to save the parts of the lighting calculation
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// that's common between the many vertices of a draw call.
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class Lighter {
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public:
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Lighter();
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void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4]);
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private:
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bool disabled_;
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Color4 globalAmbient;
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Color4 materialEmissive;
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Color4 materialAmbient;
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Color4 materialDiffuse;
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Color4 materialSpecular;
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float specCoef_;
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// Vec3 viewer_;
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bool doShadeMapping_;
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int materialUpdate_;
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};
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Lighter::Lighter() {
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disabled_ = false;
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doShadeMapping_ = (gstate.texmapmode & 0x3) == 2;
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if (!doShadeMapping_ && !(gstate.lightEnable[0]&1) && !(gstate.lightEnable[1]&1) && !(gstate.lightEnable[2]&1) && !(gstate.lightEnable[3]&1))
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{
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disabled_ = true;
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}
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materialEmissive.GetFromRGB(gstate.materialemissive);
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materialEmissive.a = 0.0f;
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globalAmbient.GetFromRGB(gstate.ambientcolor);
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globalAmbient.GetFromA(gstate.ambientalpha);
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materialAmbient.GetFromRGB(gstate.materialambient);
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materialAmbient.GetFromA(gstate.materialalpha);
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materialDiffuse.GetFromRGB(gstate.materialdiffuse);
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materialDiffuse.a = 1.0f;
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materialSpecular.GetFromRGB(gstate.materialspecular);
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materialSpecular.a = 1.0f;
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specCoef_ = getFloat24(gstate.materialspecularcoef);
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// viewer_ = Vec3(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
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materialUpdate_ = gstate.materialupdate & 7;
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}
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void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3 pos, Vec3 normal, float dots[4])
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{
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if (disabled_) {
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memcpy(colorOut0, colorIn, sizeof(float) * 4);
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memset(colorOut1, 0, sizeof(float) * 4);
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return;
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}
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Vec3 norm = normal.Normalized();
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Color4 in(colorIn);
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const Color4 *ambient;
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if (materialUpdate_ & 1)
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ambient = ∈
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else
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ambient = &materialAmbient;
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const Color4 *diffuse;
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if (materialUpdate_ & 2)
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diffuse = ∈
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else
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diffuse = &materialDiffuse;
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const Color4 *specular;
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if (materialUpdate_ & 4)
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specular = ∈
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else
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specular = &materialSpecular;
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Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
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Color4 lightSum1(0, 0, 0, 0);
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for (int l = 0; l < 4; l++)
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{
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// can we skip this light?
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if ((gstate.lightEnable[l] & 1) == 0 && !doShadeMapping_)
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continue;
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GELightComputation comp = (GELightComputation)(gstate.ltype[l] & 3);
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GELightType type = (GELightType)((gstate.ltype[l] >> 8) & 3);
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Vec3 toLight;
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if (type == GE_LIGHTTYPE_DIRECTIONAL)
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toLight = Vec3(gstate_c.lightpos[l]); // lightdir is for spotlights
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else
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toLight = Vec3(gstate_c.lightpos[l]) - pos;
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bool doSpecular = (comp != GE_LIGHTCOMP_ONLYDIFFUSE);
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bool poweredDiffuse = comp == GE_LIGHTCOMP_BOTHWITHPOWDIFFUSE;
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float distanceToLight = toLight.Length();
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float dot = 0.0f;
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if (distanceToLight > 0.0f)
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{
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toLight /= distanceToLight;
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dot = toLight * norm;
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}
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// Clamp dot to zero.
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if (dot < 0.0f) dot = 0.0f;
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if (poweredDiffuse)
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dot = powf(dot, specCoef_);
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float lightScale = 1.0f;
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if (type != GE_LIGHTTYPE_DIRECTIONAL)
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{
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lightScale = 1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight);
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if (lightScale > 1.0f) lightScale = 1.0f;
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}
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Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
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Color4 diff = (lightDiff * *diffuse) * (dot * lightScale);
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// Real PSP specular
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Vec3 toViewer(0,0,1);
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// Better specular
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// Vec3 toViewer = (viewer - pos).Normalized();
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if (doSpecular)
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{
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Vec3 halfVec = (toLight + toViewer);
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halfVec.Normalize();
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dot = halfVec * norm;
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if (dot > 0.0f)
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{
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Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
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lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * (dot * lightScale)));
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}
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}
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dots[l] = dot;
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if (gstate.lightEnable[l] & 1)
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{
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Color4 lightAmbient(gstate_c.lightColor[0][l], 0.0f);
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lightSum0 += lightAmbient + diff;
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}
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}
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// 4?
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for (int i = 0; i < 4; i++) {
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colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
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colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
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}
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}
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struct GlTypeInfo {
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u16 type;
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u8 count;
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u8 normalized;
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};
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static const GlTypeInfo GLComp[] = {
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{0}, // DEC_NONE,
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{GL_FLOAT, 1, GL_FALSE}, // DEC_FLOAT_1,
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{GL_FLOAT, 2, GL_FALSE}, // DEC_FLOAT_2,
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{GL_FLOAT, 3, GL_FALSE}, // DEC_FLOAT_3,
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{GL_FLOAT, 4, GL_FALSE}, // DEC_FLOAT_4,
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{GL_BYTE, 4, GL_TRUE}, // DEC_S8_3,
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{GL_SHORT, 4, GL_TRUE},// DEC_S16_3,
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{GL_UNSIGNED_BYTE, 1, GL_TRUE},// DEC_U8_1,
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{GL_UNSIGNED_BYTE, 2, GL_TRUE},// DEC_U8_2,
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{GL_UNSIGNED_BYTE, 3, GL_TRUE},// DEC_U8_3,
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{GL_UNSIGNED_BYTE, 4, GL_TRUE},// DEC_U8_4,
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{GL_UNSIGNED_SHORT, 1, GL_TRUE},// DEC_U16_1,
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{GL_UNSIGNED_SHORT, 2, GL_TRUE},// DEC_U16_2,
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{GL_UNSIGNED_SHORT, 3, GL_TRUE},// DEC_U16_3,
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{GL_UNSIGNED_SHORT, 4, GL_TRUE},// DEC_U16_4,
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{GL_UNSIGNED_BYTE, 2, GL_FALSE},// DEC_U8A_2,
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{GL_UNSIGNED_SHORT, 2, GL_FALSE},// DEC_U16A_2,
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};
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static inline void VertexAttribSetup(int attrib, int fmt, int stride, u8 *ptr) {
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if (attrib != -1 && fmt) {
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const GlTypeInfo &type = GLComp[fmt];
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glVertexAttribPointer(attrib, type.count, type.type, type.normalized, stride, ptr);
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}
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}
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// TODO: Use VBO and get rid of the vertexData pointers - with that, we will supply only offsets
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static void SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt, u8 *vertexData) {
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VertexAttribSetup(program->a_weight0123, decFmt.w0fmt, decFmt.stride, vertexData + decFmt.w0off);
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VertexAttribSetup(program->a_weight4567, decFmt.w1fmt, decFmt.stride, vertexData + decFmt.w1off);
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VertexAttribSetup(program->a_texcoord, decFmt.uvfmt, decFmt.stride, vertexData + decFmt.uvoff);
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VertexAttribSetup(program->a_color0, decFmt.c0fmt, decFmt.stride, vertexData + decFmt.c0off);
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VertexAttribSetup(program->a_color1, decFmt.c1fmt, decFmt.stride, vertexData + decFmt.c1off);
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VertexAttribSetup(program->a_normal, decFmt.nrmfmt, decFmt.stride, vertexData + decFmt.nrmoff);
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VertexAttribSetup(program->a_position, decFmt.posfmt, decFmt.stride, vertexData + decFmt.posoff);
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}
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// The verts are in the order: BR BL TL TR
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static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
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float tempu = a.u;
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float tempv = a.v;
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a.u = b.u;
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a.v = b.v;
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b.u = tempu;
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b.v = tempv;
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}
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// 2 3 3 2 0 3 2 1
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// to to or
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// 1 0 0 1 1 2 3 0
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// See comment below where this was called before.
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/*
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static void RotateUV(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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SwapUVs(v[1], v[3]);
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}*/
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static void RotateUVThrough(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
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SwapUVs(v[1], v[3]);
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}
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// This is the software transform pipeline, which is necessary for supporting RECT
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// primitives correctly, and may be easier to use for debugging than the hardware
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// transform pipeline.
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// There's code here that simply expands transformed RECTANGLES into plain triangles.
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// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
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// 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
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// this code.
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// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
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// space and thus make decent use of hardware transform.
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// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
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// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
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void TransformDrawEngine::SoftwareTransformAndDraw(
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int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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// 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)
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vertexCount = 0x10000/3;
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#endif
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float uscale = 1.0f;
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float vscale = 1.0f;
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if (throughmode) {
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uscale /= gstate_c.curTextureWidth;
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vscale /= gstate_c.curTextureHeight;
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}
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Lighter lighter;
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float fog_end = getFloat24(gstate.fog1);
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float fog_slope = getFloat24(gstate.fog2);
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VertexReader reader(decoded, decVtxFormat, vertType);
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for (int index = 0; index < maxIndex; index++) {
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reader.Goto(index);
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float v[3] = {0, 0, 0};
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float c0[4] = {1, 1, 1, 1};
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float c1[4] = {0, 0, 0, 0};
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float uv[2] = {0, 0};
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float fogCoef = 1.0f;
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if (throughmode) {
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// Do not touch the coordinates or the colors. No lighting.
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reader.ReadPos(v);
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if (reader.hasColor0()) {
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reader.ReadColor0(c0);
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for (int j = 0; j < 4; j++) {
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c1[j] = 0.0f;
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}
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} else {
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c0[0] = (gstate.materialambient & 0xFF) / 255.f;
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c0[1] = ((gstate.materialambient >> 8) & 0xFF) / 255.f;
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c0[2] = ((gstate.materialambient >> 16) & 0xFF) / 255.f;
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c0[3] = (gstate.materialalpha & 0xFF) / 255.f;
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}
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if (reader.hasUV()) {
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reader.ReadUV(uv);
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uv[0] *= uscale;
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uv[1] *= vscale;
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}
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fogCoef = 1.0f;
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// Scale UV?
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} else {
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// 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};
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reader.ReadPos(pos);
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if (reader.hasNormal())
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reader.ReadNrm(nrm);
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if ((vertType & GE_VTYPE_WEIGHT_MASK) == GE_VTYPE_WEIGHT_NONE) {
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Vec3ByMatrix43(out, pos, gstate.worldMatrix);
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if (reader.hasNormal()) {
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Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
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} else {
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memset(norm, 0, 12);
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}
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} else {
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float weights[8];
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reader.ReadWeights(weights);
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// Skinning
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Vec3 psum(0,0,0);
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Vec3 nsum(0,0,0);
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int nweights = ((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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{
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if (weights[i] != 0.0f) {
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Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
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Vec3 tpos(out);
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psum += tpos * weights[i];
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if (reader.hasNormal()) {
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Norm3ByMatrix43(norm, nrm, gstate.boneMatrix+i*12);
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Vec3 tnorm(norm);
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nsum += tnorm * weights[i];
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}
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}
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}
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// Yes, we really must multiply by the world matrix too.
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Vec3ByMatrix43(out, psum.v, gstate.worldMatrix);
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if (reader.hasNormal()) {
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Norm3ByMatrix43(norm, nsum.v, gstate.worldMatrix);
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}
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}
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// Perform lighting here if enabled. don't need to check through, it's checked above.
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float dots[4] = {0,0,0,0};
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float unlitColor[4] = {1, 1, 1, 1};
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if (reader.hasColor0()) {
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reader.ReadColor0(unlitColor);
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} else {
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unlitColor[0] = (gstate.materialambient & 0xFF) / 255.f;
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unlitColor[1] = ((gstate.materialambient >> 8) & 0xFF) / 255.f;
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unlitColor[2] = ((gstate.materialambient >> 16) & 0xFF) / 255.f;
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unlitColor[3] = (gstate.materialalpha & 0xFF) / 255.f;
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}
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float litColor0[4];
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float litColor1[4];
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lighter.Light(litColor0, litColor1, unlitColor, out, norm, dots);
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if (gstate.lightingEnable & 1) {
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// Don't ignore gstate.lmode - we should send two colors in that case
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if (gstate.lmode & 1) {
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// Separate colors
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for (int j = 0; j < 4; j++) {
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c0[j] = litColor0[j];
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c1[j] = litColor1[j];
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}
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} else {
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// Summed color into c0
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for (int j = 0; j < 4; j++) {
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c0[j] = litColor0[j] + litColor1[j];
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c1[j] = 0.0f;
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}
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}
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} else {
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if (reader.hasColor0()) {
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for (int j = 0; j < 4; j++) {
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c0[j] = unlitColor[j];
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c1[j] = 0.0f;
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}
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} else {
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c0[0] = (gstate.materialambient & 0xFF) / 255.f;
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c0[1] = ((gstate.materialambient >> 8) & 0xFF) / 255.f;
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c0[2] = ((gstate.materialambient >> 16)& 0xFF) / 255.f;
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c0[3] = (gstate.materialalpha & 0xFF) / 255.f;
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memset(c1, 0, sizeof(c1));
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}
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}
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if (reader.hasUV()) {
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float ruv[2];
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reader.ReadUV(ruv);
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// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
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switch (gstate.getUVGenMode())
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{
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case 0: // UV mapping
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// Texture scale/offset is only performed in this mode.
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uv[0] = uscale * (ruv[0]*gstate_c.uScale + gstate_c.uOff);
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uv[1] = vscale * (ruv[1]*gstate_c.vScale + gstate_c.vOff);
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break;
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case 1:
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{
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// Projection mapping
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Vec3 source;
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switch (gstate.getUVProjMode())
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{
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case 0: // Use model space XYZ as source
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source = pos;
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break;
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case 1: // Use unscaled UV as source
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source = Vec3(ruv[0], ruv[1], 0.0f);
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break;
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case 2: // Use normalized normal as source
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source = Vec3(norm).Normalized();
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break;
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case 3: // Use non-normalized normal as source!
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source = Vec3(norm);
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break;
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}
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float uvw[3];
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Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
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uv[0] = uvw[0];
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uv[1] = uvw[1];
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}
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break;
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case 2:
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// Shade mapping - use dot products from light sources to generate U and V.
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{
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uv[0] = dots[gstate.getUVLS0()];
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uv[1] = dots[gstate.getUVLS1()];
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}
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break;
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case 3:
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// Illegal
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break;
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}
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}
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// Transform the coord by the view matrix.
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Vec3ByMatrix43(v, out, gstate.viewMatrix);
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fogCoef = (v[2] + fog_end) * fog_slope;
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}
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// TODO: Write to a flexible buffer, we don't always need all four components.
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memcpy(&transformed[index].x, v, 3 * sizeof(float));
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transformed[index].fog = fogCoef;
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memcpy(&transformed[index].u, uv, 2 * sizeof(float));
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if (gstate_c.flipTexture)
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transformed[index].v = 1.0f - transformed[index].v; //(float)gstate_c.actualTextureHeight / gstate_c.curTextureHeight - transformed[index].v;
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for (int i = 0; i < 4; i++) {
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transformed[index].color0[i] = c0[i] * 255.0f;
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}
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for (int i = 0; i < 4; i++) {
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transformed[index].color1[i] = c1[i] * 255.0f;
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}
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}
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// Step 2: expand rectangles.
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const TransformedVertex *drawBuffer = transformed;
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int numTrans = 0;
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bool drawIndexed = false;
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if (prim != GE_PRIM_RECTANGLES) {
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// We can simply draw the unexpanded buffer.
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numTrans = vertexCount;
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drawIndexed = true;
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} else {
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// Temporary storage for RECTANGLES emulation
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float v2[3] = {0};
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float uv2[2] = {0};
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numTrans = 0;
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drawBuffer = transformedExpanded;
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TransformedVertex *trans = &transformedExpanded[0];
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TransformedVertex saved;
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for (int i = 0; i < vertexCount; i++) {
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int index = ((u16*)inds)[i];
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TransformedVertex &transVtx = transformed[index];
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if ((i & 1) == 0)
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{
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// Save this vertex so we can generate when we get the next one. Color is taken from the last vertex.
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saved = transVtx;
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}
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else
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{
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// We have to turn the rectangle into two triangles, so 6 points. Sigh.
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// bottom right
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trans[0] = transVtx;
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// bottom left
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trans[1] = transVtx;
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trans[1].y = saved.y;
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trans[1].v = saved.v;
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// top left
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trans[2] = transVtx;
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trans[2].x = saved.x;
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trans[2].y = saved.y;
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trans[2].u = saved.u;
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trans[2].v = saved.v;
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// top right
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trans[3] = transVtx;
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trans[3].x = saved.x;
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trans[3].u = saved.u;
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|
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// That's the four corners. Now process UV rotation.
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|
if (throughmode)
|
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RotateUVThrough(trans);
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|
// Apparently, non-through RotateUV just breaks things.
|
|
// If we find a game where it helps, we'll just have to figure out how they differ.
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// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
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// else
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|
// RotateUV(trans);
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|
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// bottom right
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trans[4] = trans[0];
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|
|
// top left
|
|
trans[5] = trans[2];
|
|
trans += 6;
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|
|
numTrans += 6;
|
|
}
|
|
}
|
|
}
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|
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// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
|
// Might help for text drawing.
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|
|
// these spam the gDebugger log.
|
|
const int vertexSize = sizeof(transformed[0]);
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|
|
bool useVBO = g_Config.bUseVBO;
|
|
if (useVBO) {
|
|
//char title[64];
|
|
//sprintf(title, "upload %i verts for sw", indexGen.VertexCount());
|
|
//LoggingDeadline deadline(title, 5);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_[curVbo_]);
|
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glBufferData(GL_ARRAY_BUFFER, vertexSize * numTrans, drawBuffer, GL_STREAM_DRAW);
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drawBuffer = 0; // so that the calls use offsets instead.
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}
|
|
glVertexAttribPointer(program->a_position, 4, GL_FLOAT, GL_FALSE, vertexSize, drawBuffer);
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if (program->a_texcoord != -1) glVertexAttribPointer(program->a_texcoord, 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 4 * 4);
|
|
if (program->a_color0 != -1) glVertexAttribPointer(program->a_color0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 6 * 4);
|
|
if (program->a_color1 != -1) glVertexAttribPointer(program->a_color1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
|
|
if (drawIndexed) {
|
|
if (useVBO) {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_[curVbo_]);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * numTrans, inds, GL_STREAM_DRAW);
|
|
inds = 0;
|
|
}
|
|
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
|
|
if (useVBO) {
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|
// Attempt to orphan the buffer we used so the GPU can alloc a new one.
|
|
// glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * numTrans, 0, GL_DYNAMIC_DRAW);
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
} else {
|
|
glDrawArrays(glprim[prim], 0, numTrans);
|
|
}
|
|
if (useVBO) {
|
|
// Attempt to orphan the buffer we used so the GPU can alloc a new one.
|
|
// glBufferData(GL_ARRAY_BUFFER, vertexSize * numTrans, 0, GL_DYNAMIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
curVbo_++;
|
|
if (curVbo_ == NUM_VBOS)
|
|
curVbo_ = 0;
|
|
}
|
|
}
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|
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void TransformDrawEngine::SubmitPrim(void *verts, void *inds, int prim, int vertexCount, u32 vertType, int forceIndexType, int *bytesRead) {
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if (vertexCount == 0)
|
|
{
|
|
return; // we ignore zero-sized draw calls.
|
|
}
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|
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS)
|
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Flush();
|
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prevPrim_ = prim;
|
|
// If vtype has changed, setup the vertex decoder.
|
|
// TODO: Simply cache the setup decoders instead.
|
|
if (vertType != lastVType_) {
|
|
dec.SetVertexType(vertType);
|
|
lastVType_ = vertType;
|
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}
|
|
|
|
if (bytesRead)
|
|
*bytesRead = vertexCount * dec.VertexSize();
|
|
|
|
if (!indexGen.Empty()) {
|
|
gpuStats.numJoins++;
|
|
}
|
|
gpuStats.numDrawCalls++;
|
|
gpuStats.numVertsSubmitted += vertexCount;
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|
|
|
DeferredDrawCall &dc = drawCalls[numDrawCalls++];
|
|
dc.verts = verts;
|
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dc.inds = inds;
|
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dc.vertType = vertType;
|
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dc.indexType = ((forceIndexType == -1) ? (vertType & GE_VTYPE_IDX_MASK) : forceIndexType) >> GE_VTYPE_IDX_SHIFT;
|
|
dc.prim = prim;
|
|
dc.vertexCount = vertexCount;
|
|
if (inds) {
|
|
GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
|
|
} else {
|
|
dc.indexLowerBound = 0;
|
|
dc.indexUpperBound = vertexCount - 1;
|
|
}
|
|
}
|
|
|
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void TransformDrawEngine::DecodeVerts() {
|
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for (int i = 0; i < numDrawCalls; i++) {
|
|
const DeferredDrawCall &dc = drawCalls[i];
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|
|
|
indexGen.SetIndex(collectedVerts);
|
|
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
|
|
|
|
// Decode the verts and apply morphing
|
|
dec.DecodeVerts(decoded + collectedVerts * (int)dec.GetDecVtxFmt().stride,
|
|
dc.verts, dc.inds, dc.prim, dc.vertexCount, indexLowerBound, indexUpperBound);
|
|
collectedVerts += indexUpperBound - indexLowerBound + 1;
|
|
|
|
u32 indexType = dc.indexType;
|
|
int vertexCount = dc.vertexCount;
|
|
void *inds = dc.inds;
|
|
switch (indexType) {
|
|
case GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT:
|
|
switch (dc.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.AddRectangles(vertexCount); break; // Same
|
|
}
|
|
break;
|
|
|
|
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
|
|
switch (dc.prim) {
|
|
case GE_PRIM_POINTS: indexGen.TranslatePoints(vertexCount, (const u8 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_LINES: indexGen.TranslateLineList(vertexCount, (const u8 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_LINE_STRIP: indexGen.TranslateLineStrip(vertexCount, (const u8 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_TRIANGLES: indexGen.TranslateList(vertexCount, (const u8 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_TRIANGLE_STRIP: indexGen.TranslateStrip(vertexCount, (const u8 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_TRIANGLE_FAN: indexGen.TranslateFan(vertexCount, (const u8 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_RECTANGLES: indexGen.TranslateRectangles(vertexCount, (const u8 *)inds, indexLowerBound, indexUpperBound); break; // Same
|
|
}
|
|
break;
|
|
|
|
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
|
|
switch (dc.prim) {
|
|
case GE_PRIM_POINTS: indexGen.TranslatePoints(vertexCount, (const u16 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_LINES: indexGen.TranslateLineList(vertexCount, (const u16 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_LINE_STRIP: indexGen.TranslateLineStrip(vertexCount, (const u16 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_TRIANGLES: indexGen.TranslateList(vertexCount, (const u16 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_TRIANGLE_STRIP: indexGen.TranslateStrip(vertexCount, (const u16 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_TRIANGLE_FAN: indexGen.TranslateFan(vertexCount, (const u16 *)inds, indexLowerBound, indexUpperBound); break;
|
|
case GE_PRIM_RECTANGLES: indexGen.TranslateRectangles(vertexCount, (const u16 *)inds, indexLowerBound, indexUpperBound); break; // Same
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
u32 TransformDrawEngine::ComputeHash() {
|
|
u32 fullhash = 0;
|
|
int vertexSize = dec.GetDecVtxFmt().stride;
|
|
|
|
// TODO: Add some caps both for numDrawCalls and num verts to check?
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
if (!drawCalls[i].inds) {
|
|
fullhash += CityHash32((const char *)drawCalls[i].verts, vertexSize * drawCalls[i].vertexCount);
|
|
} else {
|
|
fullhash += CityHash32((const char *)drawCalls[i].verts + vertexSize * drawCalls[i].indexLowerBound,
|
|
vertexSize * (drawCalls[i].indexUpperBound - drawCalls[i].indexLowerBound));
|
|
int indexSize = (dec.VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
|
fullhash += CityHash32((const char *)drawCalls[i].inds, indexSize * drawCalls[i].vertexCount);
|
|
}
|
|
}
|
|
|
|
return fullhash;
|
|
}
|
|
|
|
u32 TransformDrawEngine::ComputeFastDCID() {
|
|
u32 hash = 0;
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
hash ^= *(u32*)&drawCalls[i].verts;
|
|
hash = _rotl(hash, 13);
|
|
hash ^= *(u32*)&drawCalls[i].inds;
|
|
hash = _rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].vertType;
|
|
hash = _rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].vertexCount;
|
|
hash = _rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].prim;
|
|
}
|
|
return hash;
|
|
}
|
|
|
|
enum { VAI_KILL_AGE = 120 };
|
|
|
|
void TransformDrawEngine::ClearTrackedVertexArrays() {
|
|
for (auto vai = vai_.begin(); vai != vai_.end(); vai++) {
|
|
delete vai->second;
|
|
}
|
|
vai_.clear();
|
|
}
|
|
|
|
void TransformDrawEngine::DecimateTrackedVertexArrays() {
|
|
int threshold = gpuStats.numFrames - VAI_KILL_AGE;
|
|
for (auto iter = vai_.begin(); iter != vai_.end(); ) {
|
|
if (iter->second->lastFrame < threshold) {
|
|
delete iter->second;
|
|
vai_.erase(iter++);
|
|
}
|
|
else
|
|
++iter;
|
|
}
|
|
}
|
|
|
|
VertexArrayInfo::~VertexArrayInfo() {
|
|
if (vbo)
|
|
glDeleteBuffers(1, &vbo);
|
|
if (ebo)
|
|
glDeleteBuffers(1, &ebo);
|
|
}
|
|
|
|
void TransformDrawEngine::Flush() {
|
|
if (!numDrawCalls)
|
|
return;
|
|
|
|
gpuStats.numFlushes++;
|
|
|
|
gpuStats.numTrackedVertexArrays = vai_.size();
|
|
|
|
// TODO: This should not be done on every drawcall, we should collect vertex data
|
|
// until critical state changes. That's when we draw (flush).
|
|
|
|
int prim = prevPrim_;
|
|
ApplyDrawState(prim);
|
|
UpdateViewportAndProjection();
|
|
|
|
LinkedShader *program = shaderManager_->ApplyShader(prim);
|
|
|
|
if (CanUseHardwareTransform(prevPrim_)) {
|
|
GLuint vbo = 0, ebo = 0;
|
|
int vertexCount = 0;
|
|
bool useElements = true;
|
|
// Cannot cache vertex data with morph enabled.
|
|
if (g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK)) {
|
|
u32 id = ComputeFastDCID();
|
|
auto iter = vai_.find(id);
|
|
VertexArrayInfo *vai;
|
|
if (iter != vai_.end()) {
|
|
// We've seen this before. Could have been a cached draw.
|
|
vai = iter->second;
|
|
} else {
|
|
vai = new VertexArrayInfo();
|
|
vai->decFmt = dec.GetDecVtxFmt();
|
|
vai_[id] = vai;
|
|
}
|
|
|
|
switch (vai->status) {
|
|
case VertexArrayInfo::VAI_NEW:
|
|
{
|
|
// Haven't seen this one before.
|
|
u32 dataHash = ComputeHash();
|
|
vai->hash = dataHash;
|
|
vai->status = VertexArrayInfo::VAI_HASHING;
|
|
vai->drawsUntilNextFullHash = 0;
|
|
DecodeVerts(); // writes to indexGen
|
|
goto rotateVBO;
|
|
}
|
|
|
|
// Hashing - still gaining confidence about the buffer.
|
|
// But if we get this far it's likely to be worth creating a vertex buffer.
|
|
case VertexArrayInfo::VAI_HASHING:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFrames) {
|
|
vai->numFrames++;
|
|
}
|
|
if (vai->drawsUntilNextFullHash == 0) {
|
|
u32 newHash = ComputeHash();
|
|
if (newHash != vai->hash) {
|
|
vai->status = VertexArrayInfo::VAI_UNRELIABLE;
|
|
if (vai->vbo) {
|
|
glDeleteBuffers(1, &vai->vbo);
|
|
vai->vbo = 0;
|
|
}
|
|
if (vai->ebo) {
|
|
glDeleteBuffers(1, &vai->ebo);
|
|
vai->ebo = 0;
|
|
}
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
if (vai->numVerts > 100) {
|
|
// exponential backoff up to 16 draws, then every 24
|
|
vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
|
|
} else {
|
|
// Lower numbers seem much more likely to change.
|
|
vai->drawsUntilNextFullHash = 0;
|
|
}
|
|
// TODO: tweak
|
|
//if (vai->numFrames > 1000) {
|
|
// vai->status = VertexArrayInfo::VAI_RELIABLE;
|
|
//}
|
|
} else {
|
|
vai->drawsUntilNextFullHash--;
|
|
// TODO: "mini-hashing" the first 32 bytes of the vertex/index data or something.
|
|
}
|
|
|
|
if (vai->vbo == 0) {
|
|
DecodeVerts();
|
|
vai->numVerts = indexGen.VertexCount();
|
|
vai->prim = indexGen.Prim();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
|
|
glGenBuffers(1, &vai->vbo);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vai->vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, dec.GetDecVtxFmt().stride * indexGen.MaxIndex(), decoded, GL_STATIC_DRAW);
|
|
// If there's only been one primitive type, and it's either TRIANGLES, LINES or POINTS,
|
|
// there is no need for the index buffer we built. We can then use glDrawArrays instead
|
|
// for a very minor speed boost.
|
|
if (useElements) {
|
|
glGenBuffers(1, &vai->ebo);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vai->ebo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * indexGen.VertexCount(), (GLvoid *)decIndex, GL_STATIC_DRAW);
|
|
} else {
|
|
vai->ebo = 0;
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
} else {
|
|
gpuStats.numCachedDrawCalls++;
|
|
glBindBuffer(GL_ARRAY_BUFFER, vai->vbo);
|
|
if (vai->ebo)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vai->ebo);
|
|
useElements = vai->ebo ? true : false;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
}
|
|
vbo = vai->vbo;
|
|
ebo = vai->ebo;
|
|
vertexCount = vai->numVerts;
|
|
prim = vai->prim;
|
|
break;
|
|
}
|
|
|
|
// Reliable - we don't even bother hashing anymore. Right now we don't go here until after a very long time.
|
|
case VertexArrayInfo::VAI_RELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFrames) {
|
|
vai->numFrames++;
|
|
}
|
|
gpuStats.numCachedDrawCalls++;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
vbo = vai->vbo;
|
|
ebo = vai->ebo;
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
if (ebo)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
|
vertexCount = vai->numVerts;
|
|
prim = vai->prim;
|
|
break;
|
|
}
|
|
|
|
case VertexArrayInfo::VAI_UNRELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFrames) {
|
|
vai->numFrames++;
|
|
}
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
}
|
|
|
|
vai->lastFrame = gpuStats.numFrames;
|
|
} else {
|
|
DecodeVerts();
|
|
rotateVBO:
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
vertexCount = indexGen.VertexCount();
|
|
if (g_Config.bUseVBO) {
|
|
// Just rotate VBO.
|
|
vbo = vbo_[curVbo_];
|
|
ebo = ebo_[curVbo_];
|
|
curVbo_++;
|
|
if (curVbo_ == NUM_VBOS)
|
|
curVbo_ = 0;
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
glBufferData(GL_ARRAY_BUFFER, dec.GetDecVtxFmt().stride * indexGen.MaxIndex(), decoded, GL_STREAM_DRAW);
|
|
if (useElements) {
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short) * vertexCount, (GLvoid *)decIndex, GL_STREAM_DRAW);
|
|
}
|
|
} else {
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
prim = indexGen.Prim();
|
|
}
|
|
|
|
DEBUG_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
|
|
|
|
SetupDecFmtForDraw(program, dec.GetDecVtxFmt(), vbo ? 0 : decoded);
|
|
if (useElements) {
|
|
glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
|
|
if (ebo)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
} else {
|
|
glDrawArrays(glprim[prim], 0, vertexCount);
|
|
}
|
|
if (vbo)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
} else {
|
|
DecodeVerts();
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
prim = indexGen.Prim();
|
|
DEBUG_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
|
|
|
|
SoftwareTransformAndDraw(prim, decoded, program, indexGen.VertexCount(), dec.VertexType(), (void *)decIndex, GE_VTYPE_IDX_16BIT, dec.GetDecVtxFmt(),
|
|
indexGen.MaxIndex());
|
|
}
|
|
|
|
indexGen.Reset();
|
|
collectedVerts = 0;
|
|
numDrawCalls = 0;
|
|
prevPrim_ = -1;
|
|
}
|