ppsspp/GPU/GLES/SoftwareTransform.cpp
2013-12-01 11:21:17 -08:00

681 lines
20 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "gfx_es2/gl_state.h"
#include "Core/Config.h"
#include "GPU/GPUState.h"
#include "GPU/Math3D.h"
#include "GPU/GLES/ShaderManager.h"
#include "GPU/GLES/TransformPipeline.h"
// This is the software transform pipeline, which is necessary for supporting RECT
// primitives correctly without geometry shaders, and may be easier to use for
// debugging than the hardware transform pipeline.
// There's code here that simply expands transformed RECTANGLES into plain triangles.
// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
// this code.
// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
// space and thus make decent use of hardware transform.
// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
//
extern const GLuint glprim[8];
// Check for max first as clamping to max is more common than min when lighting.
inline float clamp(float in, float min, float max) {
return in > max ? max : (in < min ? min : in);
}
// Convenient way to do precomputation to save the parts of the lighting calculation
// that's common between the many vertices of a draw call.
class Lighter {
public:
Lighter();
void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f normal);
private:
Color4 globalAmbient;
Color4 materialEmissive;
Color4 materialAmbient;
Color4 materialDiffuse;
Color4 materialSpecular;
float specCoef_;
// Vec3f viewer_;
bool doShadeMapping_;
int materialUpdate_;
};
Lighter::Lighter() {
doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
materialEmissive.GetFromRGB(gstate.materialemissive);
materialEmissive.a = 0.0f;
globalAmbient.GetFromRGB(gstate.ambientcolor);
globalAmbient.GetFromA(gstate.ambientalpha);
materialAmbient.GetFromRGB(gstate.materialambient);
materialAmbient.GetFromA(gstate.materialalpha);
materialDiffuse.GetFromRGB(gstate.materialdiffuse);
materialDiffuse.a = 1.0f;
materialSpecular.GetFromRGB(gstate.materialspecular);
materialSpecular.a = 1.0f;
specCoef_ = getFloat24(gstate.materialspecularcoef);
// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
materialUpdate_ = gstate.materialupdate & 7;
}
void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f norm)
{
Color4 in(colorIn);
const Color4 *ambient;
if (materialUpdate_ & 1)
ambient = &in;
else
ambient = &materialAmbient;
const Color4 *diffuse;
if (materialUpdate_ & 2)
diffuse = &in;
else
diffuse = &materialDiffuse;
const Color4 *specular;
if (materialUpdate_ & 4)
specular = &in;
else
specular = &materialSpecular;
Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
Color4 lightSum1(0, 0, 0, 0);
for (int l = 0; l < 4; l++)
{
// can we skip this light?
if (!gstate.isLightChanEnabled(l))
continue;
GELightType type = gstate.getLightType(l);
Vec3f toLight(0,0,0);
Vec3f lightDir(0,0,0);
if (type == GE_LIGHTTYPE_DIRECTIONAL)
toLight = Vec3f(gstate_c.lightpos[l]); // lightdir is for spotlights
else
toLight = Vec3f(gstate_c.lightpos[l]) - pos;
bool doSpecular = gstate.isUsingSpecularLight(l);
bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
float distanceToLight = toLight.Length();
float dot = 0.0f;
float angle = 0.0f;
float lightScale = 0.0f;
if (distanceToLight > 0.0f) {
toLight /= distanceToLight;
dot = Dot(toLight, norm);
}
// Clamp dot to zero.
if (dot < 0.0f) dot = 0.0f;
if (poweredDiffuse)
dot = powf(dot, specCoef_);
// Attenuation
switch (type) {
case GE_LIGHTTYPE_DIRECTIONAL:
lightScale = 1.0f;
break;
case GE_LIGHTTYPE_POINT:
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f);
break;
case GE_LIGHTTYPE_SPOT:
case GE_LIGHTTYPE_UNKNOWN:
lightDir = gstate_c.lightdir[l];
angle = Dot(toLight.Normalized(), lightDir.Normalized());
if (angle >= gstate_c.lightangle[l])
lightScale = clamp(1.0f / (gstate_c.lightatt[l][0] + gstate_c.lightatt[l][1]*distanceToLight + gstate_c.lightatt[l][2]*distanceToLight*distanceToLight), 0.0f, 1.0f) * powf(angle, gstate_c.lightspotCoef[l]);
break;
default:
// ILLEGAL
break;
}
Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
Color4 diff = (lightDiff * *diffuse) * dot;
// Real PSP specular
Vec3f toViewer(0,0,1);
// Better specular
// Vec3f toViewer = (viewer - pos).Normalized();
if (doSpecular)
{
Vec3f halfVec = (toLight + toViewer);
halfVec.Normalize();
dot = Dot(halfVec, norm);
if (dot > 0.0f)
{
Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
}
}
if (gstate.isLightChanEnabled(l))
{
Color4 lightAmbient(gstate_c.lightColor[0][l], 0.0f);
lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
}
}
// 4?
for (int i = 0; i < 4; i++) {
colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
}
}
// The verts are in the order: BR BL TL TR
static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
float tempu = a.u;
float tempv = a.v;
a.u = b.u;
a.v = b.v;
b.u = tempu;
b.v = tempv;
}
// 2 3 3 2 0 3 2 1
// to to or
// 1 0 0 1 1 2 3 0
// See comment below where this was called before.
/*
static void RotateUV(TransformedVertex v[4]) {
float x1 = v[2].x;
float x2 = v[0].x;
float y1 = v[2].y;
float y2 = v[0].y;
if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
SwapUVs(v[1], v[3]);
}*/
static void RotateUVThrough(TransformedVertex v[4]) {
float x1 = v[2].x;
float x2 = v[0].x;
float y1 = v[2].y;
float y2 = v[0].y;
if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
SwapUVs(v[1], v[3]);
}
// Clears on the PSP are best done by drawing a series of vertical strips
// in clear mode. This tries to detect that.
bool TransformDrawEngine::IsReallyAClear(int numVerts) const {
if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
return false;
u32 matchcolor;
memcpy(&matchcolor, transformed[0].color0, 4);
float matchz = transformed[0].z;
int bufW = gstate_c.curRTWidth;
int bufH = gstate_c.curRTHeight;
float prevX = 0.0f;
for (int i = 1; i < numVerts; i++) {
u32 vcolor;
memcpy(&vcolor, transformed[i].color0, 4);
if (vcolor != matchcolor || transformed[i].z != matchz)
return false;
if ((i & 1) == 0) {
// Top left of a rectangle
if (transformed[i].y != 0)
return false;
if (i > 0 && transformed[i].x != transformed[i - 1].x)
return false;
} else {
// Bottom right
if (transformed[i].y != bufH)
return false;
if (transformed[i].x <= transformed[i - 1].x)
return false;
}
}
// The last vertical strip often extends outside the drawing area.
if (transformed[numVerts - 1].x < bufW)
return false;
return true;
}
void TransformDrawEngine::SoftwareTransformAndDraw(
int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
#if defined(USING_GLES2)
if (vertexCount > 0x10000/3)
vertexCount = 0x10000/3;
#endif
float uscale = 1.0f;
float vscale = 1.0f;
bool scaleUV = false;
if (throughmode) {
uscale /= gstate_c.curTextureWidth;
vscale /= gstate_c.curTextureHeight;
} else {
scaleUV = !g_Config.bPrescaleUV;
}
bool skinningEnabled = vertTypeIsSkinningEnabled(vertType);
int w = gstate.getTextureWidth(0);
int h = gstate.getTextureHeight(0);
float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
Lighter lighter;
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
VertexReader reader(decoded, decVtxFormat, vertType);
for (int index = 0; index < maxIndex; index++) {
reader.Goto(index);
float v[3] = {0, 0, 0};
float c0[4] = {1, 1, 1, 1};
float c1[4] = {0, 0, 0, 0};
float uv[3] = {0, 0, 1};
float fogCoef = 1.0f;
if (throughmode) {
// Do not touch the coordinates or the colors. No lighting.
reader.ReadPos(v);
if (reader.hasColor0()) {
reader.ReadColor0(c0);
for (int j = 0; j < 4; j++) {
c1[j] = 0.0f;
}
} else {
c0[0] = gstate.getMaterialAmbientR() / 255.f;
c0[1] = gstate.getMaterialAmbientG() / 255.f;
c0[2] = gstate.getMaterialAmbientB() / 255.f;
c0[3] = gstate.getMaterialAmbientA() / 255.f;
}
if (reader.hasUV()) {
reader.ReadUV(uv);
uv[0] *= uscale;
uv[1] *= vscale;
}
fogCoef = 1.0f;
// Scale UV?
} else {
// We do software T&L for now
float out[3], norm[3];
float pos[3], nrm[3];
Vec3f normal(0, 0, 1);
reader.ReadPos(pos);
if (reader.hasNormal())
reader.ReadNrm(nrm);
if (!skinningEnabled) {
Vec3ByMatrix43(out, pos, gstate.worldMatrix);
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nrm, gstate.worldMatrix);
normal = Vec3f(norm).Normalized();
}
} else {
float weights[8];
reader.ReadWeights(weights);
// Skinning
Vec3f psum(0,0,0);
Vec3f nsum(0,0,0);
for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
if (weights[i] != 0.0f) {
Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
Vec3f tpos(out);
psum += tpos * weights[i];
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nrm, gstate.boneMatrix+i*12);
Vec3f tnorm(norm);
nsum += tnorm * weights[i];
}
}
}
// Yes, we really must multiply by the world matrix too.
Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
if (reader.hasNormal()) {
Norm3ByMatrix43(norm, nsum.AsArray(), gstate.worldMatrix);
normal = Vec3f(norm).Normalized();
}
}
// Perform lighting here if enabled. don't need to check through, it's checked above.
float unlitColor[4] = {1, 1, 1, 1};
if (reader.hasColor0()) {
reader.ReadColor0(unlitColor);
} else {
unlitColor[0] = gstate.getMaterialAmbientR() / 255.f;
unlitColor[1] = gstate.getMaterialAmbientG() / 255.f;
unlitColor[2] = gstate.getMaterialAmbientB() / 255.f;
unlitColor[3] = gstate.getMaterialAmbientA() / 255.f;
}
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor, out, normal);
if (gstate.isLightingEnabled()) {
// Don't ignore gstate.lmode - we should send two colors in that case
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j];
}
if (lmode) {
// Separate colors
for (int j = 0; j < 4; j++) {
c1[j] = litColor1[j];
}
} else {
// Summed color into c0
for (int j = 0; j < 4; j++) {
c0[j] = ((c0[j] + litColor1[j]) > 1.0f) ? 1.0f : (c0[j] + litColor1[j]);
}
}
} else {
if (reader.hasColor0()) {
for (int j = 0; j < 4; j++) {
c0[j] = unlitColor[j];
}
} else {
c0[0] = gstate.getMaterialAmbientR() / 255.f;
c0[1] = gstate.getMaterialAmbientG() / 255.f;
c0[2] = gstate.getMaterialAmbientB() / 255.f;
c0[3] = gstate.getMaterialAmbientA() / 255.f;
}
if (lmode) {
for (int j = 0; j < 4; j++) {
c1[j] = 0.0f;
}
}
}
float ruv[2] = {0.0f, 0.0f};
if (reader.hasUV())
reader.ReadUV(ruv);
// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
switch (gstate.getUVGenMode()) {
case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
// Texture scale/offset is only performed in this mode.
if (scaleUV) {
uv[0] = ruv[0]*gstate_c.uv.uScale + gstate_c.uv.uOff;
uv[1] = ruv[1]*gstate_c.uv.vScale + gstate_c.uv.vOff;
} else {
uv[0] = ruv[0];
uv[1] = ruv[1];
}
uv[2] = 1.0f;
break;
case GE_TEXMAP_TEXTURE_MATRIX:
{
// Projection mapping
Vec3f source;
switch (gstate.getUVProjMode()) {
case GE_PROJMAP_POSITION: // Use model space XYZ as source
source = pos;
break;
case GE_PROJMAP_UV: // Use unscaled UV as source
source = Vec3f(ruv[0], ruv[1], 0.0f);
break;
case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
if (reader.hasNormal()) {
source = Vec3f(norm).Normalized();
} else {
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
source = Vec3f(0.0f, 0.0f, 1.0f);
}
break;
case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
if (reader.hasNormal()) {
source = Vec3f(norm);
} else {
ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
source = Vec3f(0.0f, 0.0f, 1.0f);
}
break;
}
float uvw[3];
Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
uv[0] = uvw[0];
uv[1] = uvw[1];
uv[2] = uvw[2];
}
break;
case GE_TEXMAP_ENVIRONMENT_MAP:
// Shade mapping - use two light sources to generate U and V.
{
Vec3f lightpos0 = Vec3f(gstate_c.lightpos[gstate.getUVLS0()]).Normalized();
Vec3f lightpos1 = Vec3f(gstate_c.lightpos[gstate.getUVLS1()]).Normalized();
uv[0] = (1.0f + Dot(lightpos0, normal))/2.0f;
uv[1] = (1.0f - Dot(lightpos1, normal))/2.0f;
uv[2] = 1.0f;
}
break;
default:
// Illegal
ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
break;
}
uv[0] = uv[0] * widthFactor;
uv[1] = uv[1] * heightFactor;
// Transform the coord by the view matrix.
Vec3ByMatrix43(v, out, gstate.viewMatrix);
fogCoef = (v[2] + fog_end) * fog_slope;
}
// TODO: Write to a flexible buffer, we don't always need all four components.
memcpy(&transformed[index].x, v, 3 * sizeof(float));
transformed[index].fog = fogCoef;
memcpy(&transformed[index].u, uv, 3 * sizeof(float));
if (gstate_c.flipTexture) {
transformed[index].v = 1.0f - transformed[index].v;
}
for (int i = 0; i < 4; i++) {
transformed[index].color0[i] = c0[i] * 255.0f;
}
for (int i = 0; i < 3; i++) {
transformed[index].color1[i] = c1[i] * 255.0f;
}
}
// Here's the best opportunity to try to detect rectangles used to clear the screen, and
// replace them with real OpenGL clears. This can provide a speedup on certain mobile chips.
// Disabled for now - depth does not come out exactly the same.
//
// An alternative option is to simply ditch all the verts except the first and last to create a single
// rectangle out of many. Quite a small optimization though.
if (false && maxIndex > 1 && gstate.isModeClear() && prim == GE_PRIM_RECTANGLES && IsReallyAClear(maxIndex)) {
u32 clearColor;
memcpy(&clearColor, transformed[0].color0, 4);
float clearDepth = transformed[0].z;
const float col[4] = {
((clearColor & 0xFF)) / 255.0f,
((clearColor & 0xFF00) >> 8) / 255.0f,
((clearColor & 0xFF0000) >> 16) / 255.0f,
((clearColor & 0xFF000000) >> 24) / 255.0f,
};
bool colorMask = gstate.isClearModeColorMask();
bool alphaMask = gstate.isClearModeAlphaMask();
glstate.colorMask.set(colorMask, colorMask, colorMask, alphaMask);
if (alphaMask) {
glstate.stencilTest.set(true);
// Clear stencil
// TODO: extract the stencilValue properly, see below
int stencilValue = 0;
glstate.stencilFunc.set(GL_ALWAYS, stencilValue, 255);
} else {
// Don't touch stencil
glstate.stencilTest.set(false);
}
glstate.scissorTest.set(false);
bool depthMask = gstate.isClearModeDepthMask();
int target = 0;
if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
glClearColor(col[0], col[1], col[2], col[3]);
#ifdef USING_GLES2
glClearDepthf(clearDepth);
#else
glClearDepth(clearDepth);
#endif
glClearStencil(0); // TODO - take from alpha?
glClear(target);
return;
}
// Step 2: expand rectangles.
const TransformedVertex *drawBuffer = transformed;
int numTrans = 0;
bool drawIndexed = false;
if (prim != GE_PRIM_RECTANGLES) {
// We can simply draw the unexpanded buffer.
numTrans = vertexCount;
drawIndexed = true;
} else {
numTrans = 0;
drawBuffer = transformedExpanded;
TransformedVertex *trans = &transformedExpanded[0];
TransformedVertex saved;
u32 stencilValue = 0;
for (int i = 0; i < vertexCount; i += 2) {
int index = ((const u16*)inds)[i];
saved = transformed[index];
int index2 = ((const u16*)inds)[i + 1];
TransformedVertex &transVtx = transformed[index2];
if (i == 0)
stencilValue = transVtx.color0[3];
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
// bottom right
trans[0] = transVtx;
// bottom left
trans[1] = transVtx;
trans[1].y = saved.y;
trans[1].v = saved.v;
// top left
trans[2] = transVtx;
trans[2].x = saved.x;
trans[2].y = saved.y;
trans[2].u = saved.u;
trans[2].v = saved.v;
// top right
trans[3] = transVtx;
trans[3].x = saved.x;
trans[3].u = saved.u;
// That's the four corners. Now process UV rotation.
if (throughmode)
RotateUVThrough(trans);
// Apparently, non-through RotateUV just breaks things.
// If we find a game where it helps, we'll just have to figure out how they differ.
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
// One game might be one of the Metal Gear ones, can't find the issue right now though.
// else
// RotateUV(trans);
// bottom right
trans[4] = trans[0];
// top left
trans[5] = trans[2];
trans += 6;
numTrans += 6;
}
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
// Might want to reconsider the order of things later...
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
glstate.stencilFunc.set(GL_ALWAYS, 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]);
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, drawBuffer);
int attrMask = program->attrMask;
if (attrMask & (1 << ATTR_TEXCOORD)) glVertexAttribPointer(ATTR_TEXCOORD, doTextureProjection ? 3 : 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 4 * 4);
if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
if (drawIndexed) {
#if 1 // USING_GLES2
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
#else
glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);
#endif
} else {
glDrawArrays(glprim[prim], 0, numTrans);
}
}