mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-24 16:49:50 +00:00
305 lines
10 KiB
C++
305 lines
10 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 "Core/Config.h"
|
|
#include "Core/MemMap.h"
|
|
#include "GPU/Directx9/TransformPipelineDX9.h"
|
|
#include "GPU/Common/SplineCommon.h"
|
|
#include "GPU/Common/VertexDecoderCommon.h"
|
|
|
|
namespace DX9 {
|
|
|
|
// This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning.
|
|
// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
|
|
// The implementation is initially a bit inefficient but shouldn't be a big deal.
|
|
// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
|
|
u32 TransformDrawEngineDX9::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType) {
|
|
// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
|
|
// implementation of the vertex decoder.
|
|
dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound);
|
|
|
|
// OK, morphing eliminated but bones still remain to be taken care of.
|
|
// Let's do a partial software transform where we only do skinning.
|
|
|
|
VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
|
|
|
|
SimpleVertex *sverts = (SimpleVertex *)outPtr;
|
|
|
|
const u8 defaultColor[4] = {
|
|
(u8)gstate.getMaterialAmbientR(),
|
|
(u8)gstate.getMaterialAmbientG(),
|
|
(u8)gstate.getMaterialAmbientB(),
|
|
(u8)gstate.getMaterialAmbientA(),
|
|
};
|
|
|
|
// Let's have two separate loops, one for non skinning and one for skinning.
|
|
if (!g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
|
|
int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
|
|
for (int i = lowerBound; i <= upperBound; i++) {
|
|
reader.Goto(i);
|
|
SimpleVertex &sv = sverts[i];
|
|
if (vertType & GE_VTYPE_TC_MASK) {
|
|
reader.ReadUV(sv.uv);
|
|
}
|
|
|
|
if (vertType & GE_VTYPE_COL_MASK) {
|
|
reader.ReadColor0_8888(sv.color);
|
|
} else {
|
|
memcpy(sv.color, defaultColor, 4);
|
|
}
|
|
|
|
float nrm[3], pos[3];
|
|
float bnrm[3], bpos[3];
|
|
|
|
if (vertType & GE_VTYPE_NRM_MASK) {
|
|
// Normals are generated during tesselation anyway, not sure if any need to supply
|
|
reader.ReadNrm(nrm);
|
|
} else {
|
|
nrm[0] = 0;
|
|
nrm[1] = 0;
|
|
nrm[2] = 1.0f;
|
|
}
|
|
reader.ReadPos(pos);
|
|
|
|
// Apply skinning transform directly
|
|
float weights[8];
|
|
reader.ReadWeights(weights);
|
|
// Skinning
|
|
Vec3Packedf psum(0,0,0);
|
|
Vec3Packedf nsum(0,0,0);
|
|
for (int w = 0; w < numBoneWeights; w++) {
|
|
if (weights[w] != 0.0f) {
|
|
Vec3ByMatrix43(bpos, pos, gstate.boneMatrix+w*12);
|
|
Vec3Packedf tpos(bpos);
|
|
psum += tpos * weights[w];
|
|
|
|
Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix+w*12);
|
|
Vec3Packedf tnorm(bnrm);
|
|
nsum += tnorm * weights[w];
|
|
}
|
|
}
|
|
sv.pos = psum;
|
|
sv.nrm = nsum;
|
|
}
|
|
} else {
|
|
for (int i = lowerBound; i <= upperBound; i++) {
|
|
reader.Goto(i);
|
|
SimpleVertex &sv = sverts[i];
|
|
if (vertType & GE_VTYPE_TC_MASK) {
|
|
reader.ReadUV(sv.uv);
|
|
} else {
|
|
sv.uv[0] = 0; // This will get filled in during tesselation
|
|
sv.uv[1] = 0;
|
|
}
|
|
if (vertType & GE_VTYPE_COL_MASK) {
|
|
reader.ReadColor0_8888(sv.color);
|
|
} else {
|
|
memcpy(sv.color, defaultColor, 4);
|
|
}
|
|
if (vertType & GE_VTYPE_NRM_MASK) {
|
|
// Normals are generated during tesselation anyway, not sure if any need to supply
|
|
reader.ReadNrm((float *)&sv.nrm);
|
|
} else {
|
|
sv.nrm.x = 0;
|
|
sv.nrm.y = 0;
|
|
sv.nrm.z = 1.0f;
|
|
}
|
|
reader.ReadPos((float *)&sv.pos);
|
|
}
|
|
}
|
|
|
|
// Okay, there we are! Return the new type (but keep the index bits)
|
|
return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & (GE_VTYPE_IDX_MASK | GE_VTYPE_THROUGH));
|
|
}
|
|
|
|
u32 TransformDrawEngineDX9::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) {
|
|
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
|
|
VertexDecoder *dec = GetVertexDecoder(vertTypeID);
|
|
return NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
|
|
}
|
|
|
|
void TransformDrawEngineDX9::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType) {
|
|
Flush();
|
|
|
|
if (prim_type != GE_PATCHPRIM_TRIANGLES) {
|
|
// Only triangles supported!
|
|
return;
|
|
}
|
|
|
|
u16 index_lower_bound = 0;
|
|
u16 index_upper_bound = count_u * count_v - 1;
|
|
bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
|
|
const u8* indices8 = (const u8*)indices;
|
|
const u16* indices16 = (const u16*)indices;
|
|
if (indices)
|
|
GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);
|
|
|
|
// Simplify away bones and morph before proceeding
|
|
SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
|
|
u8 *temp_buffer = decoded + 65536 * 24;
|
|
|
|
u32 origVertType = vertType;
|
|
vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);
|
|
|
|
VertexDecoder *vdecoder = GetVertexDecoder(vertType);
|
|
|
|
int vertexSize = vdecoder->VertexSize();
|
|
if (vertexSize != sizeof(SimpleVertex)) {
|
|
ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
|
|
}
|
|
const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt();
|
|
|
|
// TODO: Do something less idiotic to manage this buffer
|
|
SimpleVertex **points = new SimpleVertex *[count_u * count_v];
|
|
|
|
// Make an array of pointers to the control points, to get rid of indices.
|
|
for (int idx = 0; idx < count_u * count_v; idx++) {
|
|
if (indices)
|
|
points[idx] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]);
|
|
else
|
|
points[idx] = simplified_control_points + idx;
|
|
}
|
|
|
|
u8 *decoded2 = decoded + 65536 * 36;
|
|
|
|
int count = 0;
|
|
u8 *dest = decoded2;
|
|
|
|
SplinePatchLocal patch;
|
|
patch.type_u = type_u;
|
|
patch.type_v = type_v;
|
|
patch.count_u = count_u;
|
|
patch.count_v = count_v;
|
|
patch.points = points;
|
|
|
|
TesselateSplinePatch(dest, count, patch, origVertType);
|
|
|
|
delete[] points;
|
|
|
|
u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
|
|
|
|
UVScale prevUVScale;
|
|
if (g_Config.bPrescaleUV) {
|
|
// We scaled during Normalize already so let's turn it off when drawing.
|
|
prevUVScale = gstate_c.uv;
|
|
gstate_c.uv.uScale = 1.0f;
|
|
gstate_c.uv.vScale = 1.0f;
|
|
gstate_c.uv.uOff = 0;
|
|
gstate_c.uv.vOff = 0;
|
|
}
|
|
SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, 0);
|
|
|
|
Flush();
|
|
|
|
if (g_Config.bPrescaleUV) {
|
|
gstate_c.uv = prevUVScale;
|
|
}
|
|
}
|
|
|
|
void TransformDrawEngineDX9::SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType) {
|
|
Flush();
|
|
|
|
if (prim_type != GE_PATCHPRIM_TRIANGLES) {
|
|
// Only triangles supported!
|
|
return;
|
|
}
|
|
|
|
u16 index_lower_bound = 0;
|
|
u16 index_upper_bound = count_u * count_v - 1;
|
|
bool indices_16bit = (vertType & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT;
|
|
const u8* indices8 = (const u8*)indices;
|
|
const u16* indices16 = (const u16*)indices;
|
|
if (indices)
|
|
GetIndexBounds(indices, count_u*count_v, vertType, &index_lower_bound, &index_upper_bound);
|
|
|
|
// Simplify away bones and morph before proceeding
|
|
SimpleVertex *simplified_control_points = (SimpleVertex *)(decoded + 65536 * 12);
|
|
u8 *temp_buffer = decoded + 65536 * 24;
|
|
|
|
u32 origVertType = vertType;
|
|
vertType = NormalizeVertices((u8 *)simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, vertType);
|
|
|
|
VertexDecoder *vdecoder = GetVertexDecoder(vertType);
|
|
|
|
int vertexSize = vdecoder->VertexSize();
|
|
if (vertexSize != sizeof(SimpleVertex)) {
|
|
ERROR_LOG(G3D, "Something went really wrong, vertex size: %i vs %i", vertexSize, (int)sizeof(SimpleVertex));
|
|
}
|
|
const DecVtxFormat& vtxfmt = vdecoder->GetDecVtxFmt();
|
|
|
|
// Bezier patches share less control points than spline patches. Otherwise they are pretty much the same (except bezier don't support the open/close thing)
|
|
int num_patches_u = (count_u - 1) / 3;
|
|
int num_patches_v = (count_v - 1) / 3;
|
|
BezierPatch* patches = new BezierPatch[num_patches_u * num_patches_v];
|
|
for (int patch_u = 0; patch_u < num_patches_u; patch_u++) {
|
|
for (int patch_v = 0; patch_v < num_patches_v; patch_v++) {
|
|
BezierPatch& patch = patches[patch_u + patch_v * num_patches_u];
|
|
for (int point = 0; point < 16; ++point) {
|
|
int idx = (patch_u * 3 + point%4) + (patch_v * 3 + point/4) * count_u;
|
|
if (indices)
|
|
patch.points[point] = simplified_control_points + (indices_16bit ? indices16[idx] : indices8[idx]);
|
|
else
|
|
patch.points[point] = simplified_control_points + idx;
|
|
}
|
|
patch.u_index = patch_u * 3;
|
|
patch.v_index = patch_v * 3;
|
|
}
|
|
}
|
|
|
|
u8 *decoded2 = decoded + 65536 * 36;
|
|
|
|
int count = 0;
|
|
u8 *dest = decoded2;
|
|
|
|
// Simple approximation of the real tesselation factor.
|
|
// We shouldn't really split up into separate 4x4 patches, instead we should do something that works
|
|
// like the splines, so we subdivide across the whole "mega-patch".
|
|
if (num_patches_u == 0) num_patches_u = 1;
|
|
if (num_patches_v == 0) num_patches_v = 1;
|
|
int tess_u = gstate.getPatchDivisionU() / num_patches_u;
|
|
int tess_v = gstate.getPatchDivisionV() / num_patches_v;
|
|
if (tess_u < 4) tess_u = 4;
|
|
if (tess_v < 4) tess_v = 4;
|
|
|
|
for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) {
|
|
BezierPatch& patch = patches[patch_idx];
|
|
TesselateBezierPatch(dest, count, tess_u, tess_v, patch, origVertType);
|
|
}
|
|
delete[] patches;
|
|
|
|
u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
|
|
|
|
UVScale prevUVScale;
|
|
if (g_Config.bPrescaleUV) {
|
|
// We scaled during Normalize already so let's turn it off when drawing.
|
|
prevUVScale = gstate_c.uv;
|
|
gstate_c.uv.uScale = 1.0f;
|
|
gstate_c.uv.vScale = 1.0f;
|
|
gstate_c.uv.uOff = 0;
|
|
gstate_c.uv.vOff = 0;
|
|
}
|
|
|
|
SubmitPrim(decoded2, quadIndices_, GE_PRIM_TRIANGLES, count, vertTypeWithIndex16, 0);
|
|
Flush();
|
|
|
|
if (g_Config.bPrescaleUV) {
|
|
gstate_c.uv = prevUVScale;
|
|
}
|
|
}
|
|
|
|
};
|