mirror of
https://github.com/libretro/ppsspp.git
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4a8d52ab1a
Like cluts, blitting, etc. At higher render resolutions these are expensive, and on some mobile devices they may be too much. Of course, they're only used when needed so this is a speedhack.
1011 lines
34 KiB
C++
1011 lines
34 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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// Ideas for speeding things up on mobile OpenGL ES implementations
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//
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// Use superbuffers! Yes I just invented that name.
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//
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// The idea is to avoid respecifying the vertex format between every draw call (multiple glVertexAttribPointer ...)
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// by combining the contents of multiple draw calls into one buffer, as long as
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// they have exactly the same output vertex format. (different input formats is fine! This way
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// we can combine the data for multiple draws with different numbers of bones, as we consider numbones < 4 to be = 4)
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// into one VBO.
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//
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// This will likely be a win because I believe that between every change of VBO + glVertexAttribPointer*N, the driver will
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// perform a lot of validation, probably at draw call time, while all the validation can be skipped if the only thing
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// that changes between two draw calls is simple state or texture or a matrix etc, not anything vertex related.
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// Also the driver will have to manage hundreds instead of thousands of VBOs in games like GTA.
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//
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// * Every 10 frames or something, do the following:
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// - Frame 1:
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// + Mark all drawn buffers with in-frame sequence numbers (alternatively,
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// just log them in an array)
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// - Frame 2 (beginning?):
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// + Take adjacent buffers that have the same output vertex format, and add them
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// to a list of buffers to combine. Create said buffers with appropriate sizes
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// and precompute the offsets that the draws should be written into.
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// - Frame 2 (end):
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// + Actually do the work of combining the buffers. This probably means re-decoding
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// the vertices into a new one. Will also have to apply index offsets.
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//
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// Also need to change the drawing code so that we don't glBindBuffer and respecify glVAP if
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// two subsequent drawcalls come from the same superbuffer.
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//
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// Or we ignore all of this including vertex caching and simply find a way to do highly optimized vertex streaming,
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// like Dolphin is trying to. That will likely never be able to reach the same speed as perfectly optimized
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// superbuffers though. For this we will have to JIT the vertex decoder but that's not too hard.
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//
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// Now, when do we delete superbuffers? Maybe when half the buffers within have been killed?
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//
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// Another idea for GTA which switches textures a lot while not changing much other state is to use ES 3 Array
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// textures, if they are the same size (even if they aren't, might be okay to simply resize the textures to match
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// if they're just a multiple of 2 away) or something. Then we'd have to add a W texture coordinate to choose the
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// texture within the bound texture array to the vertex data when merging into superbuffers.
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//
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// There are even more things to try. For games that do matrix palette skinning by quickly switching bones and
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// just drawing a few triangles per call (NBA, FF:CC, Tekken 6 etc) we could even collect matrices, upload them
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// all at once, writing matrix indices into the vertices in addition to the weights, and then doing a single
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// draw call with specially generated shader to draw the whole mesh. This code will be seriously complex though.
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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 "native/gfx_es2/gl_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/GLES/StateMapping.h"
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#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/TransformPipeline.h"
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#include "GPU/GLES/VertexDecoder.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "GPU/GLES/GLES_GPU.h"
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extern 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,
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// With OpenGL ES we have to expand sprites (rects) into triangles, tripling the data instead of doubling.
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// Sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS?
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// We can use it on the desktop though, but we don't yet. There we could also use geometry shaders anyway.
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};
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enum {
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VERTEX_BUFFER_MAX = 65536,
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DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 48,
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DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 20,
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TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
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};
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#define QUAD_INDICES_MAX 32768
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#define VERTEXCACHE_DECIMATION_INTERVAL 17
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#define VERTEXCACHE_NAME_CACHE_SIZE 64
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#define VERTEXCACHE_NAME_CACHE_FULL_SIZE 80
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enum { VAI_KILL_AGE = 120 };
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TransformDrawEngine::TransformDrawEngine()
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: decodedVerts_(0),
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prevPrim_(GE_PRIM_INVALID),
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dec_(0),
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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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uvScale(0),
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fboTexBound_(false) {
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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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transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
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transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
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quadIndices_ = new u16[6 * QUAD_INDICES_MAX];
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for (int i = 0; i < QUAD_INDICES_MAX; i++) {
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quadIndices_[i * 6 + 0] = i * 4;
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quadIndices_[i * 6 + 1] = i * 4 + 2;
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quadIndices_[i * 6 + 2] = i * 4 + 1;
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quadIndices_[i * 6 + 3] = i * 4 + 1;
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quadIndices_[i * 6 + 4] = i * 4 + 2;
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quadIndices_[i * 6 + 5] = i * 4 + 3;
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}
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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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decJitCache_ = new VertexDecoderJitCache();
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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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delete [] quadIndices_;
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unregister_gl_resource_holder(this);
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delete decJitCache_;
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for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
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delete iter->second;
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}
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delete [] uvScale;
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}
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void TransformDrawEngine::InitDeviceObjects() {
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if (bufferNameCache_.empty()) {
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bufferNameCache_.resize(VERTEXCACHE_NAME_CACHE_SIZE);
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glGenBuffers(VERTEXCACHE_NAME_CACHE_SIZE, &bufferNameCache_[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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if (!bufferNameCache_.empty()) {
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glDeleteBuffers((GLsizei)bufferNameCache_.size(), &bufferNameCache_[0]);
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bufferNameCache_.clear();
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}
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ClearTrackedVertexArrays();
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}
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void TransformDrawEngine::GLLost() {
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ILOG("TransformDrawEngine::GLLost()");
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// The objects have already been deleted.
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bufferNameCache_.clear();
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ClearTrackedVertexArrays();
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InitDeviceObjects();
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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(ATTR_W1, decFmt.w0fmt, decFmt.stride, vertexData + decFmt.w0off);
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VertexAttribSetup(ATTR_W2, decFmt.w1fmt, decFmt.stride, vertexData + decFmt.w1off);
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VertexAttribSetup(ATTR_TEXCOORD, decFmt.uvfmt, decFmt.stride, vertexData + decFmt.uvoff);
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VertexAttribSetup(ATTR_COLOR0, decFmt.c0fmt, decFmt.stride, vertexData + decFmt.c0off);
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VertexAttribSetup(ATTR_COLOR1, decFmt.c1fmt, decFmt.stride, vertexData + decFmt.c1off);
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VertexAttribSetup(ATTR_NORMAL, decFmt.nrmfmt, decFmt.stride, vertexData + decFmt.nrmoff);
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VertexAttribSetup(ATTR_POSITION, decFmt.posfmt, decFmt.stride, vertexData + decFmt.posoff);
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}
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VertexDecoder *TransformDrawEngine::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, decJitCache_);
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decoderMap_[vtype] = dec;
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return dec;
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}
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void TransformDrawEngine::SetupVertexDecoder(u32 vertType) {
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SetupVertexDecoderInternal(vertType);
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}
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inline void TransformDrawEngine::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 TransformDrawEngine::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
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if (vertexCount == 0)
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return; // we ignore zero-sized draw calls.
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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_;
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}
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prevPrim_ = prim;
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SetupVertexDecoderInternal(vertType);
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dec_->IncrementStat(STAT_VERTSSUBMITTED, vertexCount);
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if (bytesRead)
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*bytesRead = vertexCount * dec_->VertexSize();
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gpuStats.numDrawCalls++;
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gpuStats.numVertsSubmitted += vertexCount;
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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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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 TransformDrawEngine::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 TransformDrawEngine::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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// 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.
|
|
indexGen.Advance(vertexCount);
|
|
decodeCounter_ = lastMatch;
|
|
}
|
|
}
|
|
|
|
u32 TransformDrawEngine::ComputeHash() {
|
|
u32 fullhash = 0;
|
|
int vertexSize = dec_->GetDecVtxFmt().stride;
|
|
|
|
// 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);
|
|
int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
|
// 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 TransformDrawEngine::ClearTrackedVertexArrays() {
|
|
for (auto vai = vai_.begin(); vai != vai_.end(); vai++) {
|
|
delete vai->second;
|
|
}
|
|
vai_.clear();
|
|
}
|
|
|
|
void TransformDrawEngine::DecimateTrackedVertexArrays() {
|
|
if (--decimationCounter_ <= 0) {
|
|
decimationCounter_ = VERTEXCACHE_DECIMATION_INTERVAL;
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
int threshold = gpuStats.numFlips - 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);
|
|
}
|
|
|
|
GLuint TransformDrawEngine::AllocateBuffer() {
|
|
if (bufferNameCache_.empty()) {
|
|
bufferNameCache_.resize(VERTEXCACHE_NAME_CACHE_SIZE);
|
|
glGenBuffers(VERTEXCACHE_NAME_CACHE_SIZE, &bufferNameCache_[0]);
|
|
}
|
|
GLuint buf = bufferNameCache_.back();
|
|
bufferNameCache_.pop_back();
|
|
return buf;
|
|
}
|
|
|
|
void TransformDrawEngine::FreeBuffer(GLuint buf) {
|
|
// We can reuse buffers by setting new data on them.
|
|
bufferNameCache_.push_back(buf);
|
|
|
|
// But let's not keep too many around, will eat up memory.
|
|
if (bufferNameCache_.size() >= VERTEXCACHE_NAME_CACHE_FULL_SIZE) {
|
|
GLsizei extra = (GLsizei)bufferNameCache_.size() - VERTEXCACHE_NAME_CACHE_SIZE;
|
|
glDeleteBuffers(extra, &bufferNameCache_[VERTEXCACHE_NAME_CACHE_SIZE]);
|
|
bufferNameCache_.resize(VERTEXCACHE_NAME_CACHE_SIZE);
|
|
}
|
|
}
|
|
|
|
void TransformDrawEngine::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);
|
|
|
|
Shader *vshader = shaderManager_->ApplyVertexShader(prim, lastVType_);
|
|
|
|
// Compiler warns about this because it's only used in the #ifdeffed out RangeElements path.
|
|
int maxIndex = 0;
|
|
|
|
if (vshader->UseHWTransform()) {
|
|
GLuint vbo = 0, ebo = 0;
|
|
int vertexCount = 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);
|
|
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_[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
|
|
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 VertexArrayInfo::VAI_HASHING:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
vai->numFrames++;
|
|
}
|
|
if (vai->drawsUntilNextFullHash == 0) {
|
|
u32 newHash = ComputeHash();
|
|
if (newHash != vai->hash) {
|
|
vai->status = VertexArrayInfo::VAI_UNRELIABLE;
|
|
if (vai->vbo) {
|
|
FreeBuffer(vai->vbo);
|
|
vai->vbo = 0;
|
|
}
|
|
if (vai->ebo) {
|
|
FreeBuffer(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();
|
|
vai->maxIndex = indexGen.MaxIndex();
|
|
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vai->numVerts = indexGen.PureCount();
|
|
}
|
|
|
|
vai->vbo = AllocateBuffer();
|
|
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) {
|
|
vai->ebo = AllocateBuffer();
|
|
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;
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
}
|
|
vbo = vai->vbo;
|
|
ebo = 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 VertexArrayInfo::VAI_RELIABLE:
|
|
{
|
|
vai->numDraws++;
|
|
if (vai->lastFrame != gpuStats.numFlips) {
|
|
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;
|
|
maxIndex = vai->maxIndex;
|
|
prim = static_cast<GEPrimitiveType>(vai->prim);
|
|
|
|
gstate_c.vertexFullAlpha = vai->flags & VAI_FLAG_VERTEXFULLALPHA;
|
|
break;
|
|
}
|
|
|
|
case VertexArrayInfo::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();
|
|
}
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
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);
|
|
}
|
|
|
|
LinkedShader *program = shaderManager_->ApplyFragmentShader(vshader, prim, lastVType_);
|
|
SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded);
|
|
|
|
if (useElements) {
|
|
#if 1 // USING_GLES2
|
|
glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
|
|
#else
|
|
glDrawRangeElements(glprim[prim], 0, maxIndex, vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
|
|
#endif
|
|
if (ebo)
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
} else {
|
|
glDrawArrays(glprim[prim], 0, vertexCount);
|
|
}
|
|
if (vbo)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
} 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);
|
|
}
|
|
|
|
LinkedShader *program = shaderManager_->ApplyFragmentShader(vshader, prim, lastVType_);
|
|
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;
|
|
|
|
SoftwareTransformAndDraw(
|
|
prim, decoded, program, indexGen.VertexCount(),
|
|
dec_->VertexType(), (void *)decIndex, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
|
indexGen.MaxIndex());
|
|
}
|
|
|
|
indexGen.Reset();
|
|
decodedVerts_ = 0;
|
|
numDrawCalls = 0;
|
|
vertexCountInDrawCalls = 0;
|
|
decodeCounter_ = 0;
|
|
dcid_ = 0;
|
|
prevPrim_ = GE_PRIM_INVALID;
|
|
gstate_c.vertexFullAlpha = true;
|
|
framebufferManager_->SetColorUpdated();
|
|
|
|
#ifndef MOBILE_DEVICE
|
|
host->GPUNotifyDraw();
|
|
#endif
|
|
}
|
|
|
|
void TransformDrawEngine::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;
|
|
}
|
|
}
|
|
|
|
struct Plane {
|
|
float x, y, z, w;
|
|
void Set(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
|
|
float Test(float f[3]) const { return x * f[0] + y * f[1] + z * f[2] + w; }
|
|
};
|
|
|
|
static void PlanesFromMatrix(float mtx[16], Plane planes[6]) {
|
|
planes[0].Set(mtx[3]-mtx[0], mtx[7]-mtx[4], mtx[11]-mtx[8], mtx[15]-mtx[12]); // Right
|
|
planes[1].Set(mtx[3]+mtx[0], mtx[7]+mtx[4], mtx[11]+mtx[8], mtx[15]+mtx[12]); // Left
|
|
planes[2].Set(mtx[3]+mtx[1], mtx[7]+mtx[5], mtx[11]+mtx[9], mtx[15]+mtx[13]); // Bottom
|
|
planes[3].Set(mtx[3]-mtx[1], mtx[7]-mtx[5], mtx[11]-mtx[9], mtx[15]-mtx[13]); // Top
|
|
planes[4].Set(mtx[3]+mtx[2], mtx[7]+mtx[6], mtx[11]+mtx[10], mtx[15]+mtx[14]); // Near
|
|
planes[5].Set(mtx[3]-mtx[2], mtx[7]-mtx[6], mtx[11]-mtx[10], mtx[15]-mtx[14]); // Far
|
|
}
|
|
|
|
// This code is HIGHLY unoptimized!
|
|
//
|
|
// It does the simplest and safest test possible: If all points of a bbox is outside a single of
|
|
// our clipping planes, we reject the box. Tighter bounds would be desirable but would take more calculations.
|
|
bool TransformDrawEngine::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
|
|
SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
|
|
float *verts = (float *)(decoded + 65536 * 18);
|
|
|
|
// Try to skip NormalizeVertices if it's pure positions. No need to bother with a vertex decoder
|
|
// and a large vertex format.
|
|
if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_FLOAT) {
|
|
// memcpy(verts, control_points, 12 * vertexCount);
|
|
verts = (float *)control_points;
|
|
} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_8BIT) {
|
|
const s8 *vtx = (const s8 *)control_points;
|
|
for (int i = 0; i < vertexCount * 3; i++) {
|
|
verts[i] = vtx[i] * (1.0f / 128.0f);
|
|
}
|
|
} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_16BIT) {
|
|
const s16 *vtx = (const s16*)control_points;
|
|
for (int i = 0; i < vertexCount * 3; i++) {
|
|
verts[i] = vtx[i] * (1.0f / 32768.0f);
|
|
}
|
|
} else {
|
|
// Simplify away bones and morph before proceeding
|
|
u8 *temp_buffer = decoded + 65536 * 24;
|
|
NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
|
|
// Special case for float positions only.
|
|
const float *ctrl = (const float *)control_points;
|
|
for (int i = 0; i < vertexCount; i++) {
|
|
verts[i * 3] = corners[i].pos.x;
|
|
verts[i * 3 + 1] = corners[i].pos.y;
|
|
verts[i * 3 + 2] = corners[i].pos.z;
|
|
}
|
|
}
|
|
|
|
Plane planes[6];
|
|
|
|
float world[16];
|
|
float view[16];
|
|
float worldview[16];
|
|
float worldviewproj[16];
|
|
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
|
|
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
|
|
Matrix4ByMatrix4(worldview, world, view);
|
|
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
|
|
PlanesFromMatrix(worldviewproj, planes);
|
|
for (int plane = 0; plane < 6; plane++) {
|
|
int inside = 0;
|
|
int out = 0;
|
|
for (int i = 0; i < vertexCount; i++) {
|
|
// Here we can test against the frustum planes!
|
|
float value = planes[plane].Test(verts + i * 3);
|
|
if (value < 0)
|
|
out++;
|
|
else
|
|
inside++;
|
|
}
|
|
|
|
if (inside == 0) {
|
|
// All out
|
|
return false;
|
|
}
|
|
|
|
// Any out. For testing that the planes are in the right locations.
|
|
// if (out != 0) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool TransformDrawEngine::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
|
return decJitCache_->IsInSpace(ptr);
|
|
}
|
|
|
|
// TODO: Probably move this to common code (with normalization?)
|
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static Vec3f ClipToScreen(const Vec4f& coords) {
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// TODO: Check for invalid parameters (x2 < x1, etc)
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float vpx1 = getFloat24(gstate.viewportx1);
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float vpx2 = getFloat24(gstate.viewportx2);
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float vpy1 = getFloat24(gstate.viewporty1);
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float vpy2 = getFloat24(gstate.viewporty2);
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float vpz1 = getFloat24(gstate.viewportz1);
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float vpz2 = getFloat24(gstate.viewportz2);
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float retx = coords.x * vpx1 / coords.w + vpx2;
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float rety = coords.y * vpy1 / coords.w + vpy2;
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float retz = coords.z * vpz1 / coords.w + vpz2;
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// 16 = 0xFFFF / 4095.9375
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return Vec3f(retx * 16, rety * 16, retz);
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}
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static Vec3f ScreenToDrawing(const Vec3f& coords) {
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Vec3f ret;
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ret.x = (coords.x - gstate.getOffsetX16()) * (1.0f / 16.0f);
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ret.y = (coords.y - gstate.getOffsetY16()) * (1.0f / 16.0f);
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ret.z = coords.z;
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return ret;
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}
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// TODO: This probably is not the best interface.
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bool TransformDrawEngine::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
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// This is always for the current vertices.
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u16 indexLowerBound = 0;
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u16 indexUpperBound = count - 1;
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bool savedVertexFullAlpha = gstate_c.vertexFullAlpha;
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
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const u16 *inds16 = (const u16 *)inds;
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if (inds) {
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GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
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indices.resize(count);
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switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
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case GE_VTYPE_IDX_16BIT:
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for (int i = 0; i < count; ++i) {
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indices[i] = inds16[i];
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}
|
|
break;
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case GE_VTYPE_IDX_8BIT:
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|
for (int i = 0; i < count; ++i) {
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|
indices[i] = inds[i];
|
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}
|
|
break;
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default:
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return false;
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|
}
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} else {
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|
indices.clear();
|
|
}
|
|
} else {
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|
indices.clear();
|
|
}
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|
|
|
static std::vector<u32> temp_buffer;
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|
static std::vector<SimpleVertex> simpleVertices;
|
|
temp_buffer.resize(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32));
|
|
simpleVertices.resize(indexUpperBound + 1);
|
|
NormalizeVertices((u8 *)(&simpleVertices[0]), (u8 *)(&temp_buffer[0]), Memory::GetPointer(gstate_c.vertexAddr), indexLowerBound, indexUpperBound, gstate.vertType);
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|
|
|
float world[16];
|
|
float view[16];
|
|
float worldview[16];
|
|
float worldviewproj[16];
|
|
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
|
|
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
|
|
Matrix4ByMatrix4(worldview, world, view);
|
|
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
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|
|
|
vertices.resize(indexUpperBound + 1);
|
|
for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
|
|
const SimpleVertex &vert = simpleVertices[i];
|
|
|
|
if (gstate.isModeThrough()) {
|
|
if (gstate.vertType & GE_VTYPE_TC_MASK) {
|
|
vertices[i].u = vert.uv[0];
|
|
vertices[i].v = vert.uv[1];
|
|
} else {
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
vertices[i].x = vert.pos.x;
|
|
vertices[i].y = vert.pos.y;
|
|
vertices[i].z = vert.pos.z;
|
|
if (gstate.vertType & GE_VTYPE_COL_MASK) {
|
|
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
|
|
} else {
|
|
memset(vertices[i].c, 0, sizeof(vertices[i].c));
|
|
}
|
|
} else {
|
|
float clipPos[4];
|
|
Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
|
|
Vec3f screenPos = ClipToScreen(clipPos);
|
|
Vec3f drawPos = ScreenToDrawing(screenPos);
|
|
|
|
if (gstate.vertType & GE_VTYPE_TC_MASK) {
|
|
vertices[i].u = vert.uv[0];
|
|
vertices[i].v = vert.uv[1];
|
|
} else {
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
vertices[i].x = drawPos.x;
|
|
vertices[i].y = drawPos.y;
|
|
vertices[i].z = drawPos.z;
|
|
if (gstate.vertType & GE_VTYPE_COL_MASK) {
|
|
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
|
|
} else {
|
|
memset(vertices[i].c, 0, sizeof(vertices[i].c));
|
|
}
|
|
}
|
|
}
|
|
|
|
gstate_c.vertexFullAlpha = savedVertexFullAlpha;
|
|
|
|
return true;
|
|
}
|