ppsspp/GPU/GLES/TransformPipeline.h

237 lines
5.9 KiB
C++

// Copyright (c) 2012- 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/.
#pragma once
#include <map>
#include "GPU/Common/IndexGenerator.h"
#include "GPU/GLES/VertexDecoder.h"
#include "gfx/gl_common.h"
#include "gfx/gl_lost_manager.h"
class LinkedShader;
class ShaderManager;
class TextureCache;
class FramebufferManager;
struct DecVtxFormat;
// States transitions:
// On creation: DRAWN_NEW
// DRAWN_NEW -> DRAWN_HASHING
// DRAWN_HASHING -> DRAWN_RELIABLE
// DRAWN_HASHING -> DRAWN_UNRELIABLE
// DRAWN_ONCE -> UNRELIABLE
// DRAWN_RELIABLE -> DRAWN_SAFE
// UNRELIABLE -> death
// DRAWN_ONCE -> death
// DRAWN_RELIABLE -> death
// Try to keep this POD.
class VertexArrayInfo {
public:
VertexArrayInfo() {
status = VAI_NEW;
vbo = 0;
ebo = 0;
numDCs = 0;
prim = GE_PRIM_INVALID;
numDraws = 0;
numFrames = 0;
lastFrame = gpuStats.numFlips;
numVerts = 0;
drawsUntilNextFullHash = 0;
}
~VertexArrayInfo();
enum Status {
VAI_NEW,
VAI_HASHING,
VAI_RELIABLE, // cache, don't hash
VAI_UNRELIABLE, // never cache
};
u32 hash;
Status status;
u32 vbo;
u32 ebo;
// Precalculated parameter for drawRangeElements
u16 numVerts;
u16 maxIndex;
s8 prim;
// ID information
u8 numDCs;
int numDraws;
int numFrames;
int lastFrame; // So that we can forget.
u16 drawsUntilNextFullHash;
};
// Handles transform, lighting and drawing.
class TransformDrawEngine : public GfxResourceHolder {
public:
TransformDrawEngine();
virtual ~TransformDrawEngine();
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int forceIndexType, int *bytesRead);
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType);
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType);
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
void DecodeVerts();
void SetShaderManager(ShaderManager *shaderManager) {
shaderManager_ = shaderManager;
}
void SetTextureCache(TextureCache *textureCache) {
textureCache_ = textureCache;
}
void SetFramebufferManager(FramebufferManager *fbManager) {
framebufferManager_ = fbManager;
}
void InitDeviceObjects();
void DestroyDeviceObjects();
void GLLost();
void DecimateTrackedVertexArrays();
void ClearTrackedVertexArrays();
void SetupVertexDecoder(u32 vertType);
// This requires a SetupVertexDecoder call first.
int EstimatePerVertexCost();
// So that this can be inlined
void Flush() {
if (!numDrawCalls)
return;
DoFlush();
}
private:
void DoFlush();
void SoftwareTransformAndDraw(int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertexType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex);
void ApplyDrawState(int prim);
bool IsReallyAClear(int numVerts) const;
// Preprocessing for spline/bezier
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
// drawcall ID
u32 ComputeFastDCID();
u32 ComputeHash(); // Reads deferred vertex data.
VertexDecoder *GetVertexDecoder(u32 vtype);
// Defer all vertex decoding to a Flush, so that we can hash and cache the
// generated buffers without having to redecode them every time.
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
u8 prim;
u16 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int collectedVerts;
GEPrimitiveType prevPrim_;
// Cached vertex decoders
std::map<u32, VertexDecoder *> decoderMap_;
VertexDecoder *dec_;
u32 lastVType_;
// Vertex collector buffers
u8 *decoded;
u16 *decIndex;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
std::map<u32, VertexArrayInfo *> vai_;
// Fixed index buffer for easy quad generation from spline/bezier
u16 *quadIndices_;
// Vertex buffer objects
// Element buffer objects
enum { NUM_VBOS = 128 };
GLuint vbo_[NUM_VBOS];
GLuint ebo_[NUM_VBOS];
int curVbo_;
// Other
ShaderManager *shaderManager_;
TextureCache *textureCache_;
FramebufferManager *framebufferManager_;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int decimationCounter_;
UVScale *uvScale;
};
// Only used by SW transform
struct Color4 {
float r, g, b, a;
Color4() : r(0), g(0), b(0), a(0) { }
Color4(float _r, float _g, float _b, float _a=1.0f)
: r(_r), g(_g), b(_b), a(_a) {
}
Color4(const float in[4]) {r=in[0];g=in[1];b=in[2];a=in[3];}
Color4(const float in[3], float alpha) {r=in[0];g=in[1];b=in[2];a=alpha;}
const float &operator [](int i) const {return *(&r + i);}
Color4 operator *(float f) const {
return Color4(f*r,f*g,f*b,f*a);
}
Color4 operator *(const Color4 &c) const {
return Color4(r*c.r,g*c.g,b*c.b,a*c.a);
}
Color4 operator +(const Color4 &c) const {
return Color4(r+c.r,g+c.g,b+c.b,a+c.a);
}
void operator +=(const Color4 &c) {
r+=c.r;
g+=c.g;
b+=c.b;
a+=c.a;
}
void GetFromRGB(u32 col) {
b = ((col>>16) & 0xff)/255.0f;
g = ((col>>8) & 0xff)/255.0f;
r = ((col>>0) & 0xff)/255.0f;
}
void GetFromA(u32 col) {
a = (col&0xff)/255.0f;
}
};