mirror of
https://github.com/libretro/ppsspp.git
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921 lines
29 KiB
C++
921 lines
29 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/logging.h"
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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 "Core/Reporting.h"
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#include "Core/Config.h"
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#include "Core/CoreTiming.h"
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#include "helper/dx_state.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "GPU/Directx9/StateMappingDX9.h"
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/TransformPipelineDX9.h"
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/GPU_DX9.h"
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namespace DX9 {
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const D3DPRIMITIVETYPE glprim[8] = {
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D3DPT_POINTLIST,
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D3DPT_LINELIST,
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D3DPT_LINESTRIP,
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D3DPT_TRIANGLELIST,
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D3DPT_TRIANGLESTRIP,
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D3DPT_TRIANGLEFAN,
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D3DPT_TRIANGLELIST, // 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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// hrydgard's quick guesses - TODO verify
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static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
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{0, 0}, // invalid
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{1, 0}, // 1 = D3DPT_POINTLIST,
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{2, 0}, // 2 = D3DPT_LINELIST,
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{2, 1}, // 3 = D3DPT_LINESTRIP,
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{3, 0}, // 4 = D3DPT_TRIANGLELIST,
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{1, 2}, // 5 = D3DPT_TRIANGLESTRIP,
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{1, 2}, // 6 = D3DPT_TRIANGLEFAN,
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};
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int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) {
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return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1];
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}
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enum {
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TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
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};
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#define VERTEXCACHE_DECIMATION_INTERVAL 17
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enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
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TransformDrawEngineDX9::TransformDrawEngineDX9()
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: decodedVerts_(0),
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prevPrim_(GE_PRIM_INVALID),
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lastVType_(-1),
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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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vertexCountInDrawCalls(0),
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decodeCounter_(0),
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dcid_(0),
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uvScale(0),
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fboTexNeedBind_(false),
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fboTexBound_(false) {
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memset(&decOptions_, 0, sizeof(decOptions_));
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decOptions_.expandAllUVtoFloat = true;
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decOptions_.expandAllWeightsToFloat = true;
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decOptions_.expand8BitNormalsToFloat = true;
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decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
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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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splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_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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if (g_Config.bPrescaleUV) {
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uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
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}
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indexGen.Setup(decIndex);
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InitDeviceObjects();
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}
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TransformDrawEngineDX9::~TransformDrawEngineDX9() {
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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(splineBuffer, SPLINE_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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for (auto decl = vertexDeclMap_.begin(); decl != vertexDeclMap_.end(); ++decl) {
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if (decl->second) {
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decl->second->Release();
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}
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}
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delete [] uvScale;
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}
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void TransformDrawEngineDX9::InitDeviceObjects() {
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}
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void TransformDrawEngineDX9::DestroyDeviceObjects() {
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ClearTrackedVertexArrays();
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}
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struct DeclTypeInfo {
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u32 type;
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const char * name;
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};
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static const DeclTypeInfo VComp[] = {
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{ 0, "NULL" }, // DEC_NONE,
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{ D3DDECLTYPE_FLOAT1, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1,
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{ D3DDECLTYPE_FLOAT2, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2,
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{ D3DDECLTYPE_FLOAT3, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3,
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{ D3DDECLTYPE_FLOAT4, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4,
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{ 0, "UNUSED" }, // DEC_S8_3,
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{ D3DDECLTYPE_SHORT4N, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3,
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{ D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4,
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{0, "UNUSED_DEC_U16_1" }, // DEC_U16_1,
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{0, "UNUSED_DEC_U16_2" }, // DEC_U16_2,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3,
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{D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4,
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// Not supported in regular DX9 so faking, will cause graphics bugs until worked around
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{0,"UNUSED_DEC_U8A_2"}, // DEC_U8A_2,
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{0,"UNUSED_DEC_U16A_2" }, // DEC_U16A_2,
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};
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static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) {
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memset(VertexElement, 0, sizeof(D3DVERTEXELEMENT9));
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VertexElement->Offset = offset;
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VertexElement->Type = VComp[fmt].type;
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VertexElement->Usage = usage;
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VertexElement->UsageIndex = usage_index;
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}
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IDirect3DVertexDeclaration9 *TransformDrawEngineDX9::SetupDecFmtForDraw(VSShader *vshader, const DecVtxFormat &decFmt, u32 pspFmt) {
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auto vertexDeclCached = vertexDeclMap_.find(pspFmt);
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if (vertexDeclCached == vertexDeclMap_.end()) {
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D3DVERTEXELEMENT9 VertexElements[8];
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D3DVERTEXELEMENT9 *VertexElement = &VertexElements[0];
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// Vertices Elements orders
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// WEIGHT
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if (decFmt.w0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, D3DDECLUSAGE_TEXCOORD, 1);
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VertexElement++;
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}
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if (decFmt.w1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, D3DDECLUSAGE_TEXCOORD, 2);
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VertexElement++;
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}
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// TC
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if (decFmt.uvfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, D3DDECLUSAGE_TEXCOORD, 0);
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VertexElement++;
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}
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// COLOR
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if (decFmt.c0fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, D3DDECLUSAGE_COLOR, 0);
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VertexElement++;
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}
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// Never used ?
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if (decFmt.c1fmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, D3DDECLUSAGE_COLOR, 1);
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VertexElement++;
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}
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// NORMAL
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if (decFmt.nrmfmt != 0) {
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VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, D3DDECLUSAGE_NORMAL, 0);
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VertexElement++;
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}
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// POSITION
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// Always
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VertexAttribSetup(VertexElement, decFmt.posfmt, decFmt.posoff, D3DDECLUSAGE_POSITION, 0);
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VertexElement++;
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// End
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D3DVERTEXELEMENT9 end = D3DDECL_END();
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memcpy(VertexElement, &end, sizeof(D3DVERTEXELEMENT9));
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// Create declaration
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IDirect3DVertexDeclaration9 *pHardwareVertexDecl = nullptr;
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HRESULT hr = pD3Ddevice->CreateVertexDeclaration( VertexElements, &pHardwareVertexDecl );
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if (FAILED(hr)) {
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ERROR_LOG(G3D, "Failed to create vertex declaration!");
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pHardwareVertexDecl = nullptr;
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}
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// Add it to map
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vertexDeclMap_[pspFmt] = pHardwareVertexDecl;
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return pHardwareVertexDecl;
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} else {
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// Set it from map
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return vertexDeclCached->second;
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}
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}
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VertexDecoder *TransformDrawEngineDX9::GetVertexDecoder(u32 vtype) {
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auto iter = decoderMap_.find(vtype);
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if (iter != decoderMap_.end())
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return iter->second;
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VertexDecoder *dec = new VertexDecoder();
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dec->SetVertexType(vtype, decOptions_, decJitCache_);
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decoderMap_[vtype] = dec;
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return dec;
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}
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void TransformDrawEngineDX9::SetupVertexDecoder(u32 vertType) {
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SetupVertexDecoderInternal(vertType);
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}
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inline void TransformDrawEngineDX9::SetupVertexDecoderInternal(u32 vertType) {
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// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
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// into the top of the verttype where there are unused bits.
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const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
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// If vtype has changed, setup the vertex decoder.
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if (vertTypeID != lastVType_) {
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dec_ = GetVertexDecoder(vertTypeID);
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lastVType_ = vertTypeID;
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}
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}
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void TransformDrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
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if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX)
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Flush();
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// TODO: Is this the right thing to do?
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if (prim == GE_PRIM_KEEP_PREVIOUS) {
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prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS;
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} else {
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prevPrim_ = prim;
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}
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SetupVertexDecoderInternal(vertType);
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*bytesRead = vertexCount * dec_->VertexSize();
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if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES))
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return;
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DeferredDrawCall &dc = drawCalls[numDrawCalls];
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dc.verts = verts;
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dc.inds = inds;
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dc.vertType = vertType;
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dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
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dc.prim = prim;
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dc.vertexCount = vertexCount;
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u32 dhash = dcid_;
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dhash ^= (u32)(uintptr_t)verts;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)(uintptr_t)inds;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertType;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)vertexCount;
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dhash = __rotl(dhash, 13);
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dhash ^= (u32)prim;
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dcid_ = dhash;
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if (inds) {
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GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
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} else {
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dc.indexLowerBound = 0;
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dc.indexUpperBound = vertexCount - 1;
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}
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if (uvScale) {
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uvScale[numDrawCalls] = gstate_c.uv;
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}
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numDrawCalls++;
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vertexCountInDrawCalls += vertexCount;
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if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
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DecodeVertsStep();
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decodeCounter_++;
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}
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if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) {
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// Rendertarget == texture?
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if (!g_Config.bDisableSlowFramebufEffects) {
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gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
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Flush();
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}
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}
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}
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void TransformDrawEngineDX9::DecodeVerts() {
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if (uvScale) {
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const UVScale origUV = gstate_c.uv;
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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gstate_c.uv = uvScale[decodeCounter_];
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DecodeVertsStep();
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}
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gstate_c.uv = origUV;
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} else {
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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DecodeVertsStep();
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}
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}
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// Sanity check
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if (indexGen.Prim() < 0) {
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ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
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// Force to points (0)
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indexGen.AddPrim(GE_PRIM_POINTS, 0);
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}
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}
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void TransformDrawEngineDX9::DecodeVertsStep() {
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const int i = decodeCounter_;
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const DeferredDrawCall &dc = drawCalls[i];
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indexGen.SetIndex(decodedVerts_);
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int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
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u32 indexType = dc.indexType;
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void *inds = dc.inds;
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if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
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// Decode the verts and apply morphing. Simple.
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dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
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dc.verts, indexLowerBound, indexUpperBound);
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decodedVerts_ += indexUpperBound - indexLowerBound + 1;
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indexGen.AddPrim(dc.prim, dc.vertexCount);
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} else {
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// It's fairly common that games issue long sequences of PRIM calls, with differing
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// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
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// these as much as possible, so we make sure here to combine as many as possible
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// into one nice big drawcall, sharing data.
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// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
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// Expand the lower and upper bounds as we go.
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int lastMatch = i;
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const int total = numDrawCalls;
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if (uvScale) {
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for (int j = i + 1; j < total; ++j) {
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if (drawCalls[j].verts != dc.verts)
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break;
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if (memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0])) != 0)
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break;
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indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
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indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
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lastMatch = j;
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}
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} else {
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for (int j = i + 1; j < total; ++j) {
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if (drawCalls[j].verts != dc.verts)
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break;
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indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
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indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
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lastMatch = j;
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}
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}
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// 2. Loop through the drawcalls, translating indices as we go.
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switch (indexType) {
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case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
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for (int j = i; j <= lastMatch; j++) {
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
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}
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break;
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case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
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for (int j = i; j <= lastMatch; j++) {
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indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound);
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}
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break;
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}
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const int vertexCount = indexUpperBound - indexLowerBound + 1;
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// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
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if (decodedVerts_ + vertexCount > VERTEX_BUFFER_MAX) {
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return;
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}
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// 3. Decode that range of vertex data.
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dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
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dc.verts, indexLowerBound, indexUpperBound);
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decodedVerts_ += vertexCount;
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// 4. Advance indexgen vertex counter.
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indexGen.Advance(vertexCount);
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decodeCounter_ = lastMatch;
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}
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}
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inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) {
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// Switch to u32 units.
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const u32 *p = (const u32 *)ptr;
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sz >>= 2;
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if (sz > 100) {
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size_t step = sz / 4;
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u32 hash = 0;
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|
for (size_t i = 0; i < sz; i += step) {
|
|
hash += DoReliableHash32(p + i, 100, 0x3A44B9C4);
|
|
}
|
|
return hash;
|
|
} else {
|
|
return p[0] + p[sz - 1];
|
|
}
|
|
}
|
|
|
|
u32 TransformDrawEngineDX9::ComputeMiniHash() {
|
|
u32 fullhash = 0;
|
|
const int vertexSize = dec_->GetDecVtxFmt().stride;
|
|
const int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
|
|
|
int step;
|
|
if (numDrawCalls < 3) {
|
|
step = 1;
|
|
} else if (numDrawCalls < 8) {
|
|
step = 4;
|
|
} else {
|
|
step = numDrawCalls / 8;
|
|
}
|
|
for (int i = 0; i < numDrawCalls; i += step) {
|
|
const DeferredDrawCall &dc = drawCalls[i];
|
|
if (!dc.inds) {
|
|
fullhash += ComputeMiniHashRange(dc.verts, vertexSize * dc.vertexCount);
|
|
} else {
|
|
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
|
|
fullhash += ComputeMiniHashRange((const u8 *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound));
|
|
fullhash += ComputeMiniHashRange(dc.inds, indexSize * dc.vertexCount);
|
|
}
|
|
}
|
|
|
|
return fullhash;
|
|
}
|
|
|
|
void TransformDrawEngineDX9::MarkUnreliable(VertexArrayInfoDX9 *vai) {
|
|
vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
|
|
if (vai->vbo) {
|
|
vai->vbo->Release();
|
|
vai->vbo = nullptr;
|
|
}
|
|
if (vai->ebo) {
|
|
vai->ebo->Release();
|
|
vai->ebo = nullptr;
|
|
}
|
|
}
|
|
|
|
ReliableHashType TransformDrawEngineDX9::ComputeHash() {
|
|
ReliableHashType fullhash = 0;
|
|
const int vertexSize = dec_->GetDecVtxFmt().stride;
|
|
const int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
|
|
|
// TODO: Add some caps both for numDrawCalls and num verts to check?
|
|
// It is really very expensive to check all the vertex data so often.
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
const DeferredDrawCall &dc = drawCalls[i];
|
|
if (!dc.inds) {
|
|
fullhash += DoReliableHash((const char *)dc.verts, vertexSize * dc.vertexCount, 0x1DE8CAC4);
|
|
} else {
|
|
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
|
|
int j = i + 1;
|
|
int lastMatch = i;
|
|
while (j < numDrawCalls) {
|
|
if (drawCalls[j].verts != dc.verts)
|
|
break;
|
|
indexLowerBound = std::min(indexLowerBound, (int)dc.indexLowerBound);
|
|
indexUpperBound = std::max(indexUpperBound, (int)dc.indexUpperBound);
|
|
lastMatch = j;
|
|
j++;
|
|
}
|
|
// This could get seriously expensive with sparse indices. Need to combine hashing ranges the same way
|
|
// we do when drawing.
|
|
fullhash += DoReliableHash((const char *)dc.verts + vertexSize * indexLowerBound,
|
|
vertexSize * (indexUpperBound - indexLowerBound), 0x029F3EE1);
|
|
// Hm, we will miss some indices when combining above, but meh, it should be fine.
|
|
fullhash += DoReliableHash((const char *)dc.inds, indexSize * dc.vertexCount, 0x955FD1CA);
|
|
i = lastMatch;
|
|
}
|
|
}
|
|
if (uvScale) {
|
|
fullhash += DoReliableHash(&uvScale[0], sizeof(uvScale[0]) * numDrawCalls, 0x0123e658);
|
|
}
|
|
|
|
return fullhash;
|
|
}
|
|
|
|
void TransformDrawEngineDX9::ClearTrackedVertexArrays() {
|
|
for (auto vai = vai_.begin(); vai != vai_.end(); vai++) {
|
|
delete vai->second;
|
|
}
|
|
vai_.clear();
|
|
}
|
|
|
|
void TransformDrawEngineDX9::DecimateTrackedVertexArrays() {
|
|
if (--decimationCounter_ <= 0) {
|
|
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
|
|
const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
|
|
int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
|
|
for (auto iter = vai_.begin(); iter != vai_.end(); ) {
|
|
bool kill;
|
|
if (iter->second->status == VertexArrayInfoDX9::VAI_UNRELIABLE) {
|
|
// We limit killing unreliable so we don't rehash too often.
|
|
kill = iter->second->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
|
|
} else {
|
|
kill = iter->second->lastFrame < threshold;
|
|
}
|
|
if (kill) {
|
|
delete iter->second;
|
|
vai_.erase(iter++);
|
|
} else {
|
|
++iter;
|
|
}
|
|
}
|
|
|
|
// Enable if you want to see vertex decoders in the log output. Need a better way.
|
|
#if 0
|
|
char buffer[16384];
|
|
for (std::map<u32, VertexDecoder*>::iterator dec = decoderMap_.begin(); dec != decoderMap_.end(); ++dec) {
|
|
char *ptr = buffer;
|
|
ptr += dec->second->ToString(ptr);
|
|
// *ptr++ = '\n';
|
|
NOTICE_LOG(G3D, buffer);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
VertexArrayInfoDX9::~VertexArrayInfoDX9() {
|
|
if (vbo) {
|
|
vbo->Release();
|
|
}
|
|
if (ebo) {
|
|
ebo->Release();
|
|
}
|
|
}
|
|
|
|
// The inline wrapper in the header checks for numDrawCalls == 0
|
|
void TransformDrawEngineDX9::DoFlush() {
|
|
gpuStats.numFlushes++;
|
|
gpuStats.numTrackedVertexArrays = (int)vai_.size();
|
|
|
|
// This is not done on every drawcall, we should collect vertex data
|
|
// until critical state changes. That's when we draw (flush).
|
|
|
|
GEPrimitiveType prim = prevPrim_;
|
|
ApplyDrawState(prim);
|
|
|
|
VSShader *vshader = shaderManager_->ApplyShader(prim, lastVType_);
|
|
|
|
if (vshader->UseHWTransform()) {
|
|
LPDIRECT3DVERTEXBUFFER9 vb_ = NULL;
|
|
LPDIRECT3DINDEXBUFFER9 ib_ = NULL;
|
|
|
|
int vertexCount = 0;
|
|
int maxIndex = 0;
|
|
bool useElements = true;
|
|
|
|
// Cannot cache vertex data with morph enabled.
|
|
bool useCache = g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK);
|
|
// Also avoid caching when software skinning.
|
|
if (g_Config.bSoftwareSkinning && (lastVType_ & GE_VTYPE_WEIGHT_MASK))
|
|
useCache = false;
|
|
|
|
if (useCache) {
|
|
u32 id = dcid_;
|
|
auto iter = vai_.find(id);
|
|
VertexArrayInfoDX9 *vai;
|
|
if (iter != vai_.end()) {
|
|
// We've seen this before. Could have been a cached draw.
|
|
vai = iter->second;
|
|
} else {
|
|
vai = new VertexArrayInfoDX9();
|
|
vai_[id] = vai;
|
|
}
|
|
|
|
switch (vai->status) {
|
|
case VertexArrayInfoDX9::VAI_NEW:
|
|
{
|
|
// Haven't seen this one before.
|
|
ReliableHashType dataHash = ComputeHash();
|
|
vai->hash = dataHash;
|
|
vai->minihash = ComputeMiniHash();
|
|
vai->status = VertexArrayInfoDX9::VAI_HASHING;
|
|
vai->drawsUntilNextFullHash = 0;
|
|
DecodeVerts(); // writes to indexGen
|
|
vai->numVerts = indexGen.VertexCount();
|
|
vai->prim = indexGen.Prim();
|
|
vai->maxIndex = indexGen.MaxIndex();
|
|
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
|
|
|
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 VertexArrayInfoDX9::VAI_HASHING:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
if (vai->drawsUntilNextFullHash == 0) {
|
|
// Let's try to skip a full hash if mini would fail.
|
|
const u32 newMiniHash = ComputeMiniHash();
|
|
ReliableHashType newHash = vai->hash;
|
|
if (newMiniHash == vai->minihash) {
|
|
newHash = ComputeHash();
|
|
}
|
|
if (newMiniHash != vai->minihash || newHash != vai->hash) {
|
|
MarkUnreliable(vai);
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
if (vai->numVerts > 64) {
|
|
// 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--;
|
|
u32 newMiniHash = ComputeMiniHash();
|
|
if (newMiniHash != vai->minihash) {
|
|
MarkUnreliable(vai);
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
}
|
|
|
|
if (vai->vbo == 0) {
|
|
DecodeVerts();
|
|
vai->numVerts = indexGen.VertexCount();
|
|
vai->prim = indexGen.Prim();
|
|
vai->maxIndex = indexGen.MaxIndex();
|
|
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vai->numVerts = indexGen.PureCount();
|
|
}
|
|
|
|
_dbg_assert_msg_(G3D, gstate_c.vertBounds.minV >= gstate_c.vertBounds.maxV, "Should not have checked UVs when caching.");
|
|
|
|
void * pVb;
|
|
u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
|
|
pD3Ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);
|
|
vai->vbo->Lock(0, size, &pVb, 0);
|
|
memcpy(pVb, decoded, size);
|
|
vai->vbo->Unlock();
|
|
if (useElements) {
|
|
void * pIb;
|
|
u32 size = sizeof(short) * indexGen.VertexCount();
|
|
pD3Ddevice->CreateIndexBuffer(size, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
|
|
vai->ebo->Lock(0, size, &pIb, 0);
|
|
memcpy(pIb, decIndex, size);
|
|
vai->ebo->Unlock();
|
|
} else {
|
|
vai->ebo = 0;
|
|
}
|
|
} else {
|
|
gpuStats.numCachedDrawCalls++;
|
|
useElements = vai->ebo ? true : false;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
}
|
|
vb_ = vai->vbo;
|
|
ib_ = vai->ebo;
|
|
vertexCount = vai->numVerts;
|
|
maxIndex = vai->maxIndex;
|
|
prim = static_cast<GEPrimitiveType>(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 VertexArrayInfoDX9::VAI_RELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
gpuStats.numCachedDrawCalls++;
|
|
gpuStats.numCachedVertsDrawn += vai->numVerts;
|
|
vb_ = vai->vbo;
|
|
ib_ = vai->ebo;
|
|
|
|
vertexCount = vai->numVerts;
|
|
|
|
maxIndex = vai->maxIndex;
|
|
prim = static_cast<GEPrimitiveType>(vai->prim);
|
|
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
break;
|
|
}
|
|
|
|
case VertexArrayInfoDX9::VAI_UNRELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
DecodeVerts();
|
|
goto rotateVBO;
|
|
}
|
|
}
|
|
|
|
vai->lastFrame = gpuStats.numFlips;
|
|
} else {
|
|
DecodeVerts();
|
|
rotateVBO:
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
vertexCount = indexGen.VertexCount();
|
|
maxIndex = indexGen.MaxIndex();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vertexCount = indexGen.PureCount();
|
|
}
|
|
prim = indexGen.Prim();
|
|
}
|
|
|
|
VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
|
|
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
|
if (gstate.isModeThrough()) {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
|
} else {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
|
}
|
|
|
|
ApplyDrawStateLate();
|
|
vshader = shaderManager_->ApplyShader(prim, lastVType_);
|
|
IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
|
|
|
|
if (pHardwareVertexDecl) {
|
|
pD3Ddevice->SetVertexDeclaration(pHardwareVertexDecl);
|
|
if (vb_ == NULL) {
|
|
if (useElements) {
|
|
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, maxIndex + 1, D3DPrimCount(glprim[prim], vertexCount), decIndex, D3DFMT_INDEX16, decoded, dec_->GetDecVtxFmt().stride);
|
|
} else {
|
|
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], vertexCount), decoded, dec_->GetDecVtxFmt().stride);
|
|
}
|
|
} else {
|
|
pD3Ddevice->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride);
|
|
|
|
if (useElements) {
|
|
pD3Ddevice->SetIndices(ib_);
|
|
|
|
pD3Ddevice->DrawIndexedPrimitive(glprim[prim], 0, 0, maxIndex + 1, 0, D3DPrimCount(glprim[prim], vertexCount));
|
|
} else {
|
|
pD3Ddevice->DrawPrimitive(glprim[prim], 0, D3DPrimCount(glprim[prim], vertexCount));
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
DecodeVerts();
|
|
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
|
if (gstate.isModeThrough()) {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
|
} else {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
|
}
|
|
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
prim = indexGen.Prim();
|
|
// Undo the strip optimization, not supported by the SW code yet.
|
|
if (prim == GE_PRIM_TRIANGLE_STRIP)
|
|
prim = GE_PRIM_TRIANGLES;
|
|
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
|
|
|
|
int numTrans = 0;
|
|
bool drawIndexed = false;
|
|
u16 *inds = decIndex;
|
|
TransformedVertex *drawBuffer = NULL;
|
|
SoftwareTransformResult result;
|
|
memset(&result, 0, sizeof(result));
|
|
|
|
int maxIndex = indexGen.MaxIndex();
|
|
SoftwareTransform(
|
|
prim, decoded, indexGen.VertexCount(),
|
|
dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
|
maxIndex, framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result, 1.0f);
|
|
|
|
ApplyDrawStateLate();
|
|
vshader = shaderManager_->ApplyShader(prim, lastVType_);
|
|
|
|
if (result.action == SW_DRAW_PRIMITIVES) {
|
|
if (result.setStencil) {
|
|
dxstate.stencilFunc.set(D3DCMP_ALWAYS, result.stencilValue, 255);
|
|
}
|
|
|
|
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
|
// Might help for text drawing.
|
|
|
|
// these spam the gDebugger log.
|
|
const int vertexSize = sizeof(transformed[0]);
|
|
|
|
pD3Ddevice->SetVertexDeclaration(pSoftVertexDecl);
|
|
if (drawIndexed) {
|
|
pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, maxIndex, D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
|
|
} else {
|
|
pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
|
|
}
|
|
} else if (result.action == SW_CLEAR) {
|
|
u32 clearColor = result.color;
|
|
float clearDepth = result.depth;
|
|
|
|
int mask = gstate.isClearModeColorMask() ? D3DCLEAR_TARGET : 0;
|
|
if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL;
|
|
if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER;
|
|
|
|
if (mask & D3DCLEAR_ZBUFFER) {
|
|
framebufferManager_->SetDepthUpdated();
|
|
}
|
|
if (mask & D3DCLEAR_TARGET) {
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
}
|
|
|
|
dxstate.colorMask.set((mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_TARGET) != 0, (mask & D3DCLEAR_STENCIL) != 0);
|
|
pD3Ddevice->Clear(0, NULL, mask, clearColor, clearDepth, clearColor >> 24);
|
|
}
|
|
}
|
|
|
|
gpuStats.numDrawCalls += numDrawCalls;
|
|
gpuStats.numVertsSubmitted += vertexCountInDrawCalls;
|
|
|
|
indexGen.Reset();
|
|
decodedVerts_ = 0;
|
|
numDrawCalls = 0;
|
|
vertexCountInDrawCalls = 0;
|
|
decodeCounter_ = 0;
|
|
dcid_ = 0;
|
|
prevPrim_ = GE_PRIM_INVALID;
|
|
gstate_c.vertexFullAlpha = true;
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
|
|
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
|
|
gstate_c.vertBounds.minU = 512;
|
|
gstate_c.vertBounds.minV = 512;
|
|
gstate_c.vertBounds.maxU = 0;
|
|
gstate_c.vertBounds.maxV = 0;
|
|
|
|
host->GPUNotifyDraw();
|
|
}
|
|
|
|
void TransformDrawEngineDX9::Resized() {
|
|
decJitCache_->Clear();
|
|
lastVType_ = -1;
|
|
dec_ = NULL;
|
|
for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
|
|
delete iter->second;
|
|
}
|
|
decoderMap_.clear();
|
|
|
|
if (g_Config.bPrescaleUV && !uvScale) {
|
|
uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
|
|
} else if (!g_Config.bPrescaleUV && uvScale) {
|
|
delete uvScale;
|
|
uvScale = 0;
|
|
}
|
|
}
|
|
|
|
bool TransformDrawEngineDX9::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
|
return decJitCache_->IsInSpace(ptr);
|
|
}
|
|
|
|
} // namespace
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