mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-30 03:40:32 +00:00
1383 lines
44 KiB
C++
1383 lines
44 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 "native/ext/cityhash/city.h"
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#include "ext/xxhash.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/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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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, // 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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enum {
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DECODED_VERTEX_BUFFER_SIZE = 65536 * 48,
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DECODED_INDEX_BUFFER_SIZE = 65536 * 20,
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TRANSFORMED_VERTEX_BUFFER_SIZE = 65536 * 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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// Check for max first as clamping to max is more common than min when lighting.
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inline float clamp(float in, float min, float max) {
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return in > max ? max : (in < min ? min : in);
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}
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TransformDrawEngine::TransformDrawEngine()
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: collectedVerts(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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curVbo_(0),
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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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uvScale(0) {
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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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memset(vbo_, 0, sizeof(vbo_));
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memset(ebo_, 0, sizeof(ebo_));
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indexGen.Setup(decIndex);
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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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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 (!vbo_[0]) {
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glGenBuffers(NUM_VBOS, &vbo_[0]);
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glGenBuffers(NUM_VBOS, &ebo_[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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glDeleteBuffers(NUM_VBOS, &vbo_[0]);
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glDeleteBuffers(NUM_VBOS, &ebo_[0]);
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memset(vbo_, 0, sizeof(vbo_));
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memset(ebo_, 0, sizeof(ebo_));
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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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memset(vbo_, 0, sizeof(vbo_));
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memset(ebo_, 0, sizeof(ebo_));
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ClearTrackedVertexArrays();
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InitDeviceObjects();
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}
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// Convenient way to do precomputation to save the parts of the lighting calculation
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// that's common between the many vertices of a draw call.
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class Lighter {
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public:
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Lighter();
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void Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f normal);
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private:
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Color4 globalAmbient;
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Color4 materialEmissive;
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Color4 materialAmbient;
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Color4 materialDiffuse;
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Color4 materialSpecular;
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float specCoef_;
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// Vec3f viewer_;
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bool doShadeMapping_;
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int materialUpdate_;
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};
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Lighter::Lighter() {
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doShadeMapping_ = gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP;
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materialEmissive.GetFromRGB(gstate.materialemissive);
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materialEmissive.a = 0.0f;
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globalAmbient.GetFromRGB(gstate.ambientcolor);
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globalAmbient.GetFromA(gstate.ambientalpha);
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materialAmbient.GetFromRGB(gstate.materialambient);
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materialAmbient.GetFromA(gstate.materialalpha);
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materialDiffuse.GetFromRGB(gstate.materialdiffuse);
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materialDiffuse.a = 1.0f;
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materialSpecular.GetFromRGB(gstate.materialspecular);
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materialSpecular.a = 1.0f;
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specCoef_ = getFloat24(gstate.materialspecularcoef);
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// viewer_ = Vec3f(-gstate.viewMatrix[9], -gstate.viewMatrix[10], -gstate.viewMatrix[11]);
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materialUpdate_ = gstate.materialupdate & 7;
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}
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void Lighter::Light(float colorOut0[4], float colorOut1[4], const float colorIn[4], Vec3f pos, Vec3f norm)
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{
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Color4 in(colorIn);
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const Color4 *ambient;
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if (materialUpdate_ & 1)
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ambient = ∈
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else
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ambient = &materialAmbient;
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const Color4 *diffuse;
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if (materialUpdate_ & 2)
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diffuse = ∈
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else
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diffuse = &materialDiffuse;
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const Color4 *specular;
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if (materialUpdate_ & 4)
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specular = ∈
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else
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specular = &materialSpecular;
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Color4 lightSum0 = globalAmbient * *ambient + materialEmissive;
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Color4 lightSum1(0, 0, 0, 0);
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for (int l = 0; l < 4; l++)
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{
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// can we skip this light?
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if (!gstate.isLightChanEnabled(l))
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continue;
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GELightType type = gstate.getLightType(l);
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Vec3f toLight(0,0,0);
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Vec3f lightDir(0,0,0);
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if (type == GE_LIGHTTYPE_DIRECTIONAL)
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toLight = Vec3f(gstate_c.lightpos[l]); // lightdir is for spotlights
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else
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toLight = Vec3f(gstate_c.lightpos[l]) - pos;
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bool doSpecular = gstate.isUsingSpecularLight(l);
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bool poweredDiffuse = gstate.isUsingPoweredDiffuseLight(l);
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float distanceToLight = toLight.Length();
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float dot = 0.0f;
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float angle = 0.0f;
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float lightScale = 0.0f;
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if (distanceToLight > 0.0f) {
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toLight /= distanceToLight;
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dot = Dot(toLight, norm);
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}
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// Clamp dot to zero.
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if (dot < 0.0f) dot = 0.0f;
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if (poweredDiffuse)
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dot = powf(dot, specCoef_);
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// Attenuation
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switch (type) {
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case GE_LIGHTTYPE_DIRECTIONAL:
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lightScale = 1.0f;
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break;
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case GE_LIGHTTYPE_POINT:
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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);
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break;
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case GE_LIGHTTYPE_SPOT:
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case GE_LIGHTTYPE_UNKNOWN:
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lightDir = gstate_c.lightdir[l];
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angle = Dot(toLight.Normalized(), lightDir.Normalized());
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if (angle >= gstate_c.lightangle[l])
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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]);
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break;
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default:
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// ILLEGAL
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break;
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}
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Color4 lightDiff(gstate_c.lightColor[1][l], 0.0f);
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Color4 diff = (lightDiff * *diffuse) * dot;
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// Real PSP specular
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Vec3f toViewer(0,0,1);
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// Better specular
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// Vec3f toViewer = (viewer - pos).Normalized();
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if (doSpecular)
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{
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Vec3f halfVec = (toLight + toViewer);
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halfVec.Normalize();
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dot = Dot(halfVec, norm);
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if (dot > 0.0f)
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{
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Color4 lightSpec(gstate_c.lightColor[2][l], 0.0f);
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lightSum1 += (lightSpec * *specular * (powf(dot, specCoef_) * lightScale));
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}
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}
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if (gstate.isLightChanEnabled(l))
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{
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Color4 lightAmbient(gstate_c.lightColor[0][l], 0.0f);
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lightSum0 += (lightAmbient * *ambient + diff) * lightScale;
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}
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}
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// 4?
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for (int i = 0; i < 4; i++) {
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colorOut0[i] = lightSum0[i] > 1.0f ? 1.0f : lightSum0[i];
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colorOut1[i] = lightSum1[i] > 1.0f ? 1.0f : lightSum1[i];
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}
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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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// The verts are in the order: BR BL TL TR
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static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
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float tempu = a.u;
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float tempv = a.v;
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a.u = b.u;
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a.v = b.v;
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b.u = tempu;
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b.v = tempv;
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}
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// 2 3 3 2 0 3 2 1
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// to to or
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// 1 0 0 1 1 2 3 0
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// See comment below where this was called before.
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/*
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static void RotateUV(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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SwapUVs(v[1], v[3]);
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}*/
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static void RotateUVThrough(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
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SwapUVs(v[1], v[3]);
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}
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// Clears on the PSP are best done by drawing a series of vertical strips
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// in clear mode. This tries to detect that.
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bool TransformDrawEngine::IsReallyAClear(int numVerts) const {
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if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
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return false;
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u32 matchcolor;
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memcpy(&matchcolor, transformed[0].color0, 4);
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float matchz = transformed[0].z;
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int bufW = gstate_c.curRTWidth;
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int bufH = gstate_c.curRTHeight;
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float prevX = 0.0f;
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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;
|
|
}
|
|
|
|
// This is the software transform pipeline, which is necessary for supporting RECT
|
|
// primitives correctly, 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.
|
|
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;
|
|
if (throughmode) {
|
|
uscale /= gstate_c.curTextureWidth;
|
|
vscale /= gstate_c.curTextureHeight;
|
|
}
|
|
|
|
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 (!vertTypeIsSkinningEnabled(vertType)) {
|
|
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.
|
|
uv[0] = uscale * (ruv[0]*gstate_c.uv.uScale + gstate_c.uv.uOff);
|
|
uv[1] = vscale * (ruv[1]*gstate_c.uv.vScale + gstate_c.uv.vOff);
|
|
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
|
|
|
|
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);
|
|
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;
|
|
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) {
|
|
#ifdef 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);
|
|
}
|
|
}
|
|
|
|
VertexDecoder *TransformDrawEngine::GetVertexDecoder(u32 vtype) {
|
|
auto iter = decoderMap_.find(vtype);
|
|
if (iter != decoderMap_.end())
|
|
return iter->second;
|
|
VertexDecoder *dec = new VertexDecoder();
|
|
dec->SetVertexType(vtype);
|
|
decoderMap_[vtype] = dec;
|
|
return dec;
|
|
}
|
|
|
|
void TransformDrawEngine::SetupVertexDecoder(u32 vertType) {
|
|
// If vtype has changed, setup the vertex decoder.
|
|
// TODO: Simply cache the setup decoders instead.
|
|
if (vertType != lastVType_) {
|
|
dec_ = GetVertexDecoder(vertType);
|
|
lastVType_ = vertType;
|
|
}
|
|
}
|
|
|
|
int TransformDrawEngine::EstimatePerVertexCost() {
|
|
// TODO: This is transform cost, also account for rasterization cost somehow... although it probably
|
|
// runs in parallel with transform.
|
|
|
|
// Also, this is all pure guesswork. If we can find a way to do measurements, that would be great.
|
|
|
|
// GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things
|
|
// went too fast and starts doing all the work over again).
|
|
|
|
int cost = 20;
|
|
if (gstate.isLightingEnabled()) {
|
|
cost += 10;
|
|
}
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (gstate.isLightChanEnabled(i))
|
|
cost += 10;
|
|
}
|
|
if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) {
|
|
cost += 20;
|
|
}
|
|
if (dec_ && dec_->morphcount > 1) {
|
|
cost += 5 * dec_->morphcount;
|
|
}
|
|
|
|
return cost;
|
|
}
|
|
|
|
void TransformDrawEngine::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int forceIndexType, int *bytesRead) {
|
|
if (vertexCount == 0)
|
|
return; // we ignore zero-sized draw calls.
|
|
|
|
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS)
|
|
Flush();
|
|
|
|
// TODO: Is this the right thing to do?
|
|
if (prim == GE_PRIM_KEEP_PREVIOUS) {
|
|
prim = prevPrim_;
|
|
}
|
|
prevPrim_ = prim;
|
|
|
|
SetupVertexDecoder(vertType);
|
|
|
|
dec_->IncrementStat(STAT_VERTSSUBMITTED, vertexCount);
|
|
|
|
if (bytesRead)
|
|
*bytesRead = vertexCount * dec_->VertexSize();
|
|
|
|
gpuStats.numDrawCalls++;
|
|
gpuStats.numVertsSubmitted += vertexCount;
|
|
|
|
DeferredDrawCall &dc = drawCalls[numDrawCalls];
|
|
dc.verts = verts;
|
|
dc.inds = inds;
|
|
dc.vertType = vertType;
|
|
dc.indexType = ((forceIndexType == -1) ? (vertType & GE_VTYPE_IDX_MASK) : forceIndexType) >> GE_VTYPE_IDX_SHIFT;
|
|
dc.prim = prim;
|
|
dc.vertexCount = vertexCount;
|
|
if (inds) {
|
|
GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
|
|
} else {
|
|
dc.indexLowerBound = 0;
|
|
dc.indexUpperBound = vertexCount - 1;
|
|
}
|
|
|
|
if (uvScale) {
|
|
uvScale[numDrawCalls] = gstate_c.uv;
|
|
}
|
|
numDrawCalls++;
|
|
}
|
|
|
|
void TransformDrawEngine::DecodeVerts() {
|
|
UVScale origUV;
|
|
if (uvScale)
|
|
origUV = gstate_c.uv;
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
const DeferredDrawCall &dc = drawCalls[i];
|
|
|
|
indexGen.SetIndex(collectedVerts);
|
|
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
|
|
|
|
u32 indexType = dc.indexType;
|
|
void *inds = dc.inds;
|
|
if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
|
|
// Decode the verts and apply morphing. Simple.
|
|
if (uvScale)
|
|
gstate_c.uv = uvScale[i];
|
|
dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride,
|
|
dc.verts, indexLowerBound, indexUpperBound);
|
|
collectedVerts += indexUpperBound - indexLowerBound + 1;
|
|
indexGen.AddPrim(dc.prim, dc.vertexCount);
|
|
} else {
|
|
// It's fairly common that games issue long sequences of PRIM calls, with differing
|
|
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
|
|
// these as much as possible, so we make sure here to combine as many as possible
|
|
// into one nice big drawcall, sharing data.
|
|
|
|
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
|
|
// Expand the lower and upper bounds as we go.
|
|
int j = i + 1;
|
|
int lastMatch = i;
|
|
while (j < numDrawCalls) {
|
|
if (drawCalls[j].verts != dc.verts)
|
|
break;
|
|
if (uvScale && memcmp(&uvScale[j], &uvScale[i], sizeof(uvScale[0])) != 0)
|
|
break;
|
|
|
|
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
|
|
indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
|
|
lastMatch = j;
|
|
j++;
|
|
}
|
|
|
|
// 2. Loop through the drawcalls, translating indices as we go.
|
|
for (j = i; j <= lastMatch; j++) {
|
|
switch (indexType) {
|
|
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
|
|
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
|
|
break;
|
|
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
|
|
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int vertexCount = indexUpperBound - indexLowerBound + 1;
|
|
// 3. Decode that range of vertex data.
|
|
if (uvScale)
|
|
gstate_c.uv = uvScale[i];
|
|
dec_->DecodeVerts(decoded + collectedVerts * (int)dec_->GetDecVtxFmt().stride,
|
|
dc.verts, indexLowerBound, indexUpperBound);
|
|
collectedVerts += vertexCount;
|
|
|
|
// 4. Advance indexgen vertex counter.
|
|
indexGen.Advance(vertexCount);
|
|
i = lastMatch;
|
|
}
|
|
}
|
|
|
|
// Sanity check
|
|
if (indexGen.Prim() < 0) {
|
|
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
|
|
// Force to points (0)
|
|
indexGen.AddPrim(GE_PRIM_POINTS, 0);
|
|
}
|
|
if (uvScale)
|
|
gstate_c.uv = origUV;
|
|
}
|
|
|
|
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++) {
|
|
if (!drawCalls[i].inds) {
|
|
fullhash += XXH32((const char *)drawCalls[i].verts, vertexSize * drawCalls[i].vertexCount, 0x1DE8CAC4);
|
|
} else {
|
|
// This could get seriously expensive with sparse indices. Need to combine hashing ranges the same way
|
|
// we do when drawing.
|
|
fullhash += XXH32((const char *)drawCalls[i].verts + vertexSize * drawCalls[i].indexLowerBound,
|
|
vertexSize * (drawCalls[i].indexUpperBound - drawCalls[i].indexLowerBound), 0x029F3EE1);
|
|
int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
|
fullhash += XXH32((const char *)drawCalls[i].inds, indexSize * drawCalls[i].vertexCount, 0x955FD1CA);
|
|
}
|
|
}
|
|
if (uvScale) {
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
fullhash += XXH32(&uvScale[i], sizeof(uvScale[0]), 0x0123e658);
|
|
}
|
|
}
|
|
|
|
return fullhash;
|
|
}
|
|
|
|
u32 TransformDrawEngine::ComputeFastDCID() {
|
|
u32 hash = 0;
|
|
for (int i = 0; i < numDrawCalls; i++) {
|
|
hash ^= (u32)(uintptr_t)drawCalls[i].verts;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)(uintptr_t)drawCalls[i].inds;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].vertType;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].vertexCount;
|
|
hash = __rotl(hash, 13);
|
|
hash ^= (u32)drawCalls[i].prim;
|
|
}
|
|
return hash;
|
|
}
|
|
|
|
enum { VAI_KILL_AGE = 120 };
|
|
|
|
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;
|
|
}
|
|
|
|
// 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
|
|
}
|
|
|
|
VertexArrayInfo::~VertexArrayInfo() {
|
|
if (vbo)
|
|
glDeleteBuffers(1, &vbo);
|
|
if (ebo)
|
|
glDeleteBuffers(1, &ebo);
|
|
}
|
|
|
|
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);
|
|
|
|
LinkedShader *program = shaderManager_->ApplyShader(prim, lastVType_);
|
|
|
|
if (program->useHWTransform_) {
|
|
GLuint vbo = 0, ebo = 0;
|
|
int vertexCount = 0;
|
|
int maxIndex = 0;
|
|
bool useElements = true;
|
|
// Cannot cache vertex data with morph enabled.
|
|
if (g_Config.bVertexCache && !(lastVType_ & GE_VTYPE_MORPHCOUNT_MASK)) {
|
|
u32 id = ComputeFastDCID();
|
|
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();
|
|
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) {
|
|
glDeleteBuffers(1, &vai->vbo);
|
|
vai->vbo = 0;
|
|
}
|
|
if (vai->ebo) {
|
|
glDeleteBuffers(1, &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();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vai->numVerts = indexGen.PureCount();
|
|
}
|
|
|
|
glGenBuffers(1, &vai->vbo);
|
|
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) {
|
|
glGenBuffers(1, &vai->ebo);
|
|
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;
|
|
}
|
|
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);
|
|
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();
|
|
}
|
|
|
|
DEBUG_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
|
|
|
|
SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded);
|
|
if (useElements) {
|
|
#ifdef 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();
|
|
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;
|
|
DEBUG_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
|
|
|
|
SoftwareTransformAndDraw(
|
|
prim, decoded, program, indexGen.VertexCount(),
|
|
dec_->VertexType(), (void *)decIndex, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
|
indexGen.MaxIndex());
|
|
}
|
|
|
|
indexGen.Reset();
|
|
collectedVerts = 0;
|
|
numDrawCalls = 0;
|
|
prevPrim_ = GE_PRIM_INVALID;
|
|
|
|
#ifndef USING_GLES2
|
|
host->GPUNotifyDraw();
|
|
#endif
|
|
}
|
|
|
|
bool TransformDrawEngine::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
|
|
// Simplify away bones and morph before proceeding
|
|
|
|
/*
|
|
SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
|
|
u8 *temp_buffer = decoded + 65536 * 24;
|
|
|
|
u32 origVertType = vertType;
|
|
vertType = NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
|
|
|
|
for (int cube = 0; cube < vertexCount / 8; cube++) {
|
|
// For each cube...
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
const SimpleVertex &vert = corners[cube * 8 + i];
|
|
|
|
// To world space...
|
|
float worldPos[3];
|
|
Vec3ByMatrix43(worldPos, (float *)&vert.pos.x, gstate.worldMatrix);
|
|
|
|
// To view space...
|
|
float viewPos[3];
|
|
Vec3ByMatrix43(viewPos, worldPos, gstate.viewMatrix);
|
|
|
|
// And finally to screen space.
|
|
float frustumPos[4];
|
|
Vec3ByMatrix44(frustumPos, viewPos, gstate.projMatrix);
|
|
|
|
// Project to 2D
|
|
float x = frustumPos[0] / frustumPos[3];
|
|
float y = frustumPos[1] / frustumPos[3];
|
|
|
|
// Rescale 2d position
|
|
// ...
|
|
}
|
|
}
|
|
*/
|
|
|
|
|
|
// Let's think. A better approach might be to take the edges of the drawing region and the projection
|
|
// matrix to build a frustum pyramid, and then clip the cube against those planes. If all vertices fail the same test,
|
|
// the cube is out. Otherwise it's in.
|
|
// TODO....
|
|
|
|
return true;
|
|
}
|