// 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/. #pragma once #include #include "Common/CommonTypes.h" #include "Common/Math/lin/matrix4x4.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/TransformCommon.h" #include "GPU/GPUCommon.h" class FramebufferManagerCommon; class TextureCacheCommon; enum SoftwareTransformAction { SW_DRAW_INDEXED, SW_CLEAR, SW_CULLED, // don't draw }; struct TransformStats { u16 culledTrianglesNear; u16 culledTrianglesFar; u16 clippedTriangles; // Only near plane is clipped against }; struct SoftwareTransformResult { u32 color; float depth; bool setStencil; u8 stencilValue; bool setSafeSize; u32 safeWidth; u32 safeHeight; TransformedVertex *drawBuffer; int drawVertexCount; int drawIndexCount; bool pixelMapped; TransformStats stats; }; struct SoftwareTransformParams { u8 *decoded; TransformedVertex *transformed; TransformedVertex *transformedExpanded; ClipInfoFlags clipInfoFlags; bool allowClear; bool allowSeparateAlphaClear; bool everUsedEqualDepth; float pointScale = 1.0f; // Useful to increase these for debug views of bounding box corners. }; // Converts an index buffer to make the provoking vertex the last. // In-place. So, better not be doing this on GPU memory! // TODO: We could do this already during index decode. void IndexBufferProvokingLastToFirst(int prim, u16 *inds, int indsSize); // indsSize is in indices, not bytes. // NOTE: In case of clipping, this might write extra vertices after params.transformed. // NOTE: Does not handle line strips, triangle strips or triangle fans - generate indices for those beforehand. // NOTE2: The output is ALWAYS an indexed triangle list, no matter the input primitive. SoftwareTransformAction RunSoftwareTransform(SoftwareTransformParams ¶ms, int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int numDecodedVerts, int vertsSize, int vertexCount, u16 *&inds, int indsSize, SoftwareTransformResult *result); class DrawEngineCommon; // Slow. See description in the cpp file. u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, const UVScale &uvScale, const VertexDecoder *dec, u32 vertType); // In the returned data, you should subtract the value of lowerIndexBound from the indices to get the actual vertex index in the vertices array. // This is because some draws in some games use very large indices, but they only use a small range of them in each PRIM submission. // Additionally, if the transformed flag is set in flags, the indices will be transformed into "generic" types (triangles instead of strips), etc. bool GetCurrentDrawAsDebugVertices(DrawEngineCommon *drawEngine, GECommand cmd, GEPrimitiveType prim, GEPrimitiveType *outPrim, int count, std::vector *vertices, std::vector *indices, int *lowerIndexBound, TransformStats *stats, DebugVertexFlags flags);