ppsspp/GPU/GLES/TransformPipeline.h
Henrik Rydgård a9be90229a Merge pull request #7140 from AbandonedCart/master
use libc++ for iOS to avoid additional directives
2014-12-18 22:38:14 +01:00

258 lines
6.5 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/.
#pragma once
#include <unordered_map>
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/IndexGenerator.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/GLES/FragmentShaderGenerator.h"
#include "gfx/gl_common.h"
#include "gfx/gl_lost_manager.h"
class LinkedShader;
class ShaderManager;
class TextureCache;
class FramebufferManager;
class FramebufferManagerCommon;
class TextureCacheCommon;
class FragmentTestCache;
struct TransformedVertex;
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
enum {
VAI_FLAG_VERTEXFULLALPHA = 1,
};
// Avoiding the full include of TextureDecoder.h.
#ifdef _M_X64
typedef u64 ReliableHashType;
#else
typedef u32 ReliableHashType;
#endif
// Try to keep this POD.
class VertexArrayInfo {
public:
VertexArrayInfo() {
status = VAI_NEW;
vbo = 0;
ebo = 0;
prim = GE_PRIM_INVALID;
numDraws = 0;
numFrames = 0;
lastFrame = gpuStats.numFlips;
numVerts = 0;
drawsUntilNextFullHash = 0;
flags = 0;
}
~VertexArrayInfo();
enum Status {
VAI_NEW,
VAI_HASHING,
VAI_RELIABLE, // cache, don't hash
VAI_UNRELIABLE, // never cache
};
ReliableHashType hash;
u32 minihash;
Status status;
u32 vbo;
u32 ebo;
// Precalculated parameter for drawRangeElements
u16 numVerts;
u16 maxIndex;
s8 prim;
// ID information
int numDraws;
int numFrames;
int lastFrame; // So that we can forget.
u16 drawsUntilNextFullHash;
u8 flags;
};
// Handles transform, lighting and drawing.
class TransformDrawEngine : public DrawEngineCommon, public GfxResourceHolder {
public:
TransformDrawEngine();
virtual ~TransformDrawEngine();
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead);
void SubmitSpline(const void *control_points, const void *indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType);
void SubmitBezier(const void *control_points, const void *indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType);
void SetShaderManager(ShaderManager *shaderManager) {
shaderManager_ = shaderManager;
}
void SetTextureCache(TextureCache *textureCache) {
textureCache_ = textureCache;
}
void SetFramebufferManager(FramebufferManager *fbManager) {
framebufferManager_ = fbManager;
}
void SetFragmentTestCache(FragmentTestCache *testCache) {
fragmentTestCache_ = testCache;
}
void InitDeviceObjects();
void DestroyDeviceObjects();
void GLLost();
void Resized();
void DecimateTrackedVertexArrays();
void ClearTrackedVertexArrays();
void SetupVertexDecoder(u32 vertType);
inline void SetupVertexDecoderInternal(u32 vertType);
// This requires a SetupVertexDecoder call first.
int EstimatePerVertexCost() {
// TODO: This is transform cost, also account for rasterization cost somehow... although it probably
// runs in parallel with transform.
// Also, this is all pure guesswork. If we can find a way to do measurements, that would be great.
// GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things
// went too fast and starts doing all the work over again).
int cost = 20;
if (gstate.isLightingEnabled()) {
cost += 10;
for (int i = 0; i < 4; i++) {
if (gstate.isLightChanEnabled(i))
cost += 10;
}
}
if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) {
cost += 20;
}
if (dec_ && dec_->morphcount > 1) {
cost += 5 * dec_->morphcount;
}
return cost;
}
// So that this can be inlined
void Flush() {
if (!numDrawCalls)
return;
DoFlush();
}
bool IsCodePtrVertexDecoder(const u8 *ptr) const;
protected:
// Preprocessing for spline/bezier
virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) override;
private:
void DecodeVerts();
void DecodeVertsStep();
void DoFlush();
void ApplyDrawState(int prim);
void ApplyDrawStateLate();
void ApplyBlendState();
void ApplyStencilReplaceAndLogicOp(ReplaceAlphaType replaceAlphaWithStencil);
bool ApplyShaderBlending();
inline void ResetShaderBlending();
GLuint AllocateBuffer();
void FreeBuffer(GLuint buf);
u32 ComputeMiniHash();
ReliableHashType ComputeHash(); // Reads deferred vertex data.
void MarkUnreliable(VertexArrayInfo *vai);
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;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_;
GEPrimitiveType prevPrim_;
// Cached vertex decoders
std::unordered_map<u32, VertexDecoder *> decoderMap_;
VertexDecoder *dec_;
VertexDecoderJitCache *decJitCache_;
u32 lastVType_;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
std::unordered_map<u32, VertexArrayInfo *> vai_;
// Fixed index buffer for easy quad generation from spline/bezier
u16 *quadIndices_;
// Vertex buffer objects
// Element buffer objects
std::vector<GLuint> bufferNameCache_;
// Other
ShaderManager *shaderManager_;
TextureCache *textureCache_;
FramebufferManager *framebufferManager_;
FragmentTestCache *fragmentTestCache_;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int vertexCountInDrawCalls;
int decimationCounter_;
int decodeCounter_;
u32 dcid_;
UVScale *uvScale;
bool fboTexBound_;
VertexDecoderOptions decOptions_;
};