// 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 #include #include "Common/CPUDetect.h" #include "Common/Math/math_util.h" #include "Common/GPU/OpenGL/GLFeatures.h" #include "Common/Math/CrossSIMD.h" #include "Core/Config.h" #include "Core/System.h" #include "GPU/GPUState.h" #include "GPU/Math3D.h" #include "GPU/GPUDefinitions.h" #include "GPU/GPUStateSIMDUtil.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Common/GPUStateUtils.h" #include "GPU/Common/SoftwareTransformCommon.h" #include "GPU/Common/TransformCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/VertexReader.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Software/Clipper.h" static bool ExpandRectangles(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, bool *pixelMappedExactly); static bool ExpandLines(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode); static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, float pointScale); static SoftwareTransformAction ProjectClipAndExpand(SoftwareTransformParams ¶ms, int prim, int vertexCount, u32 vertType, u16 *&inds, int indsSize, int numDecodedVerts, int vertsSize, SoftwareTransformResult *result); // 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. // Additionally, it performs some culling, clipping and clamping which it can do more accurately than the normal // hardware pipeline can. // There's code here that simply expands transformed RECTANGLES into plain triangles, additionally LINEs and POINTs get expanded // to produce more PSP-like behavior. // We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0. // The verts are in the order: BR BL TL TR // 2 3 3 2 0 3 2 1 // to to or // 1 0 0 1 1 2 3 0 // Note: 0 is BR and 2 is TL. // The PSP has a funky mechanism where the UV direction of screen-space rectangles is decided by the relative positioning // of the two corners defining the rectangle. static void RotateUV(TransformedVertex v[4]) { const float x1 = v[2].x; const float x2 = v[0].x; const float y1 = v[2].y; const float y2 = v[0].y; if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) { float tempu = v[1].u; float tempv = v[1].v; v[1].u = v[3].u; v[1].v = v[3].v; v[3].u = tempu; v[3].v = tempv; } } // Clears on the PSP are best done by drawing a series of vertical strips // in clear mode. This tries to detect that. static bool IsReallyAClear(const TransformedVertex *transformed, int numVerts, float x2, float y2) { if (transformed[0].x < 0.0f || transformed[0].y < 0.0f || transformed[0].x > 0.5f || transformed[0].y > 0.5f) return false; const float originY = transformed[0].y; // Color and Z are decided by the second vertex, so only need to check those for matching color. const u32 matchcolor = transformed[1].color0_32; const float matchz = transformed[1].z; for (int i = 1; i < numVerts; i++) { if ((i & 1) == 0) { // Top left of a rectangle if (transformed[i].y != originY) return false; float gap = fabsf(transformed[i].x - transformed[i - 1].x); // Should probably do some smarter check. if (i > 0 && gap > 0.0625) return false; } else { if (transformed[i].color0_32 != matchcolor || transformed[i].z != matchz) return false; // Bottom right if (transformed[i].y < y2) return false; if (transformed[i].x <= transformed[i - 1].x) return false; } } // The last vertical strip often extends outside the drawing area so we don't want an equality check. // But make sure it at least fully covers it. if (transformed[numVerts - 1].x < x2) { return false; } return true; } // At the end, this calls ProjectClipAndExpand which will expand rectangles as necessary, or apply culling. SoftwareTransformAction RunSoftwareTransform(SoftwareTransformParams ¶ms, int prim, u32 vertType, const DecVtxFormat &decVtxFormat, int numDecodedVerts, int vertsSize, int vertexCount, u16 *&inds, int indsSize, SoftwareTransformResult *result) { // These primitive are not handled. _dbg_assert_(prim != GE_PRIM_KEEP_PREVIOUS && prim != GE_PRIM_TRIANGLE_FAN && prim != GE_PRIM_TRIANGLE_STRIP && prim != GE_PRIM_LINE_STRIP); const bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0; const bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled(); TransformedVertex *transformed = params.transformed; VertexReader reader(params.decoded, decVtxFormat, vertType); if (throughmode) { const u32 materialAmbientRGBA = gstate.getMaterialAmbientRGBA(); const bool hasColor = reader.hasColor0(); const bool hasUV = reader.hasUV(); float uscale = 1.0f; float vscale = 1.0f; if (prim != GE_PRIM_RECTANGLES) { // For through rectangles, we do this scaling in Expand. uscale /= gstate_c.curTextureWidth; vscale /= gstate_c.curTextureHeight; } for (int index = 0; index < numDecodedVerts; index++) { // Do not touch the coordinates or the colors. No lighting. reader.Goto(index); TransformedVertex &vert = transformed[index]; reader.ReadPosThrough(vert.pos); vert.pos_w = 1.0f; if (hasColor) { vert.color0_32 = reader.ReadColor0_8888(); } else { vert.color0_32 = materialAmbientRGBA; } if (hasUV) { reader.ReadUV(vert.uv); vert.u *= uscale; vert.v *= vscale; } else { vert.u = 0.0f; vert.v = 0.0f; } vert.uv_w = 1.0f; // Ignore color1 and fog, never used in throughmode anyway. // The w of uv is also never used (hardcoded to 1.0.) } // Here's the best opportunity to try to detect rectangles used to clear the screen, and // replace them with real clears. This can provide a speedup on certain mobile chips. // // 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. // TODO: This bleeds outside the play area in non-buffered mode. Big deal? Probably not. // TODO: Allow creating a depth clear and a color draw. bool reallyAClear = false; if (numDecodedVerts > 1 && prim == GE_PRIM_RECTANGLES && gstate.isModeClear() && throughmode) { int scissorX2 = gstate.getScissorX2() + 1; int scissorY2 = gstate.getScissorY2() + 1; reallyAClear = IsReallyAClear(transformed, numDecodedVerts, scissorX2, scissorY2); if (reallyAClear && gstate.getColorMask() != 0xFFFFFFFF && (gstate.isClearModeColorMask() || gstate.isClearModeAlphaMask())) { result->setSafeSize = true; result->safeWidth = scissorX2; result->safeHeight = scissorY2; } } if (params.allowClear && reallyAClear && gl_extensions.gpuVendor != GPU_VENDOR_IMGTEC) { // If alpha is not allowed to be separate, it must match for both depth/stencil and color. Vulkan requires this. bool alphaMatchesColor = gstate.isClearModeColorMask() == gstate.isClearModeAlphaMask(); bool depthMatchesStencil = gstate.isClearModeAlphaMask() == gstate.isClearModeDepthMask(); bool matchingComponents = params.allowSeparateAlphaClear || (alphaMatchesColor && depthMatchesStencil); bool stencilNotMasked = !gstate.isClearModeAlphaMask() || gstate.getStencilWriteMask() == 0x00; if (matchingComponents && stencilNotMasked) { DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags()); // Need to rescale from a [0, 1] float. This is the final transformed value. float depth = depthScale.EncodeFromU16(transformed[1].z); // Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values. // Games sometimes expect exact matches (see #12626, for example) for equal comparisons. if (!(params.everUsedEqualDepth && gstate.isClearModeDepthMask() && result->depth > 0.0f && result->depth < 1.0f)) { result->color = transformed[1].color0_32; result->depth = depth; gpuStats.perFrame.numClears++; return SW_CLEAR; } } } } else { Lighter lighter(vertType); float fog_end = getFloat24(gstate.fog1); float fog_slope = getFloat24(gstate.fog2); // Same fixup as in ShaderManagerGLES.cpp // Not really sure what a sensible value might be, but let's try 64k. constexpr float largeFogValue = 65535.0f; if (my_isnanorinf(fog_end)) { fog_end = std::signbit(fog_end) ? -largeFogValue : largeFogValue; } if (my_isnanorinf(fog_slope)) { fog_slope = std::signbit(fog_slope) ? -largeFogValue : largeFogValue; } const int texW = gstate.getTextureWidth(0); const int texH = gstate.getTextureHeight(0); const float widthFactor = (float)texW / (float)gstate_c.curTextureWidth; const float heightFactor = (float)texH / (float)gstate_c.curTextureHeight; const Vec4f materialAmbientRGBA = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA()); // Okay, need to actually perform the full transform. for (int index = 0; index < numDecodedVerts; index++) { reader.Goto(index); float v[3] = {0, 0, 0}; Vec4f c0 = Vec4f(1, 1, 1, 1); Vec4f c1 = Vec4f(0, 0, 0, 0); float uv[3] = {0, 0, 1}; float fogCoef = 1.0f; float out[3]; float pos[3]; Vec3f normal(0, 0, 1); Vec3f worldnormal(0, 0, 1); reader.ReadPosNonThrough(pos); float ruv[2]; if (reader.hasUV()) reader.ReadUV(ruv); else { ruv[0] = 0.0f; ruv[1] = 0.0f; } Vec4f unlitColor; if (reader.hasColor0()) reader.ReadColor0(unlitColor.AsArray()); else unlitColor = materialAmbientRGBA; if (reader.hasNormal()) reader.ReadNrm(normal.AsArray()); Vec3ByMatrix43(out, pos, gstate.worldMatrix); if (reader.hasNormal()) { if (gstate.areNormalsReversed()) { normal = -normal; } Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix); worldnormal = worldnormal.NormalizedOr001(cpu_info.bSSE4_1); } // Perform lighting here if enabled. if (gstate.isLightingEnabled()) { float litColor0[4]; float litColor1[4]; lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, worldnormal); // 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 (will clamp in ToRGBA().) for (int j = 0; j < 4; j++) { c0[j] += litColor1[j]; } } } else { for (int j = 0; j < 4; j++) { c0[j] = unlitColor[j]; } if (lmode) { // c1 is already 0. } } // 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. // We always prescale in the vertex decoder now. uv[0] = ruv[0]; uv[1] = ruv[1]; uv[2] = 1.0f; break; case GE_TEXMAP_TEXTURE_MATRIX: { // Projection mapping Vec3f source(0.0f, 0.0f, 1.0f); 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 source = normal.Normalized(cpu_info.bSSE4_1); break; case GE_PROJMAP_NORMAL: // Use non-normalized normal as source! source = normal; 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. { auto getLPosFloat = [&](int l, int i) { return getFloat24(gstate.lpos[l * 3 + i]); }; auto getLPos = [&](int l) { return Vec3f(getLPosFloat(l, 0), getLPosFloat(l, 1), getLPosFloat(l, 2)); }; auto calcShadingLPos = [&](int l) { Vec3f pos = getLPos(l); return pos.NormalizedOr001(cpu_info.bSSE4_1); }; // Might not have lighting enabled, so don't use lighter. Vec3f lightpos0 = calcShadingLPos(gstate.getUVLS0()); Vec3f lightpos1 = calcShadingLPos(gstate.getUVLS1()); uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f; uv[1] = (1.0f + Dot(lightpos1, worldnormal))/2.0f; uv[2] = 1.0f; } break; default: 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; // Then transform by the projection. Vec3ByMatrix44(transformed[index].pos, v, gstate.projMatrix); transformed[index].fog = fogCoef; memcpy(&transformed[index].uv, uv, 3 * sizeof(float)); transformed[index].color0_32 = c0.ToRGBA(); transformed[index].color1_32 = c1.ToRGBA(); // Projection happens later in ProjectClipAndExpand. // Vertex depth rounding is done in the shader if enabled, to simulate the 16-bit depth buffer. } } // TODO: This doesn't seem to be a very good check, but let's leave it for now. // Detect full screen "clears" that might not be so obvious, to set the safe size if possible. if (!result->setSafeSize && prim == GE_PRIM_RECTANGLES && numDecodedVerts == 2 && throughmode) { bool clearingColor = gstate.isModeClear() && (gstate.isClearModeColorMask() || gstate.isClearModeAlphaMask()); bool writingColor = gstate.getColorMask() != 0xFFFFFFFF; bool startsZeroX = transformed[0].x <= 0.0f && transformed[1].x > 0.0f && transformed[1].x > transformed[0].x; bool startsZeroY = transformed[0].y <= 0.0f && transformed[1].y > 0.0f && transformed[1].y > transformed[0].y; if (startsZeroX && startsZeroY && (clearingColor || writingColor)) { int scissorX2 = gstate.getScissorX2() + 1; int scissorY2 = gstate.getScissorY2() + 1; result->setSafeSize = true; result->safeWidth = std::min(scissorX2, (int)transformed[1].x); result->safeHeight = std::min(scissorY2, (int)transformed[1].y); } } return ProjectClipAndExpand(params, prim, vertexCount, vertType, inds, indsSize, numDecodedVerts, vertsSize, result); } // Modifies the vertices in-place. Applies viewport and projection. // TODO: SIMD. static void ProjectVertices(const GPUgstate &gstate, TransformedVertex *transformed, int vertexCount) { #if 0 Lin::Vec3 vpOffset(gstate.getViewportXCenter(), gstate.getViewportYCenter(), gstate.getViewportZCenter()); Lin::Vec3 vpScale(gstate.getViewportXScale(), gstate.getViewportYScale(), gstate.getViewportZScale()); for (int i = 0; i < vertexCount; i++) { const float w = transformed[i].pos_w; const float recip = 1.0f / w; Lin::Vec3 xyz = vpOffset + vpScale.scaledBy(Lin::Vec3(transformed[i].x, transformed[i].y, transformed[i].z)) * recip; transformed[i].x = xyz.x; transformed[i].y = xyz.y; transformed[i].z = xyz.z; } #else const Vec4F32 vpOffset = LoadViewportOffsetVec(gstate); const Vec4F32 vpScale = LoadViewportScaleVec(gstate); // CrossSIMD implementation. for (int i = 0; i < vertexCount; i++) { Vec4F32 xyzw = Vec4F32::Load(&transformed[i].x); Vec4F32 wRecip = Vec4F32::Splat(1.0f / transformed[i].pos_w); Vec4F32 projected = (xyzw * vpScale) * wRecip + vpOffset; // Now, we need to restore the W value as we'll still need it later. projected.WithLane3From(xyzw).Store(&transformed[i].x); } #endif } // Helper to check if a vertex is inside the near plane (z >= -w) // We add a tiny epsilon to prevent floating-point precision issues at the exact boundary inline bool IsInsideNearPlane(const TransformedVertex& v) { return v.z >= -v.pos_w; } inline bool IsInsideFarPlane(const TransformedVertex& v) { return v.z <= v.pos_w; } // TODO: Use CrossSIMD, should help. inline void LerpTransformedVertex(TransformedVertex *dest, TransformedVertex &a, TransformedVertex &b, float t) { dest->x = a.x + (b.x - a.x) * t; dest->y = a.y + (b.y - a.y) * t; dest->z = a.z + (b.z - a.z) * t; dest->pos_w = a.pos_w + (b.pos_w - a.pos_w) * t; dest->u = a.u + (b.u - a.u) * t; dest->v = a.v + (b.v - a.v) * t; dest->uv_w = a.uv_w + (b.uv_w - a.uv_w) * t; dest->fog = a.fog + (b.fog - a.fog) * t; // note: colorBlend is backwards. dest->color0_32 = colorBlend(b.color0_32, a.color0_32, t); dest->color1_32 = colorBlend(b.color1_32, a.color1_32, t); } // Generated by Gemini, and adapted to fit. static void ClipTrianglesAgainstNearPlane( TransformedVertex *transformed, int &transformedCount, int maxTransformed, u16 *indicesIn, int numIndicesIn, u16 *indicesOut, int &numIndicesOut, int maxIndicesOut, TransformStats *stats ) { // Process one triangle (3 indices) at a time for (size_t i = 0; i < numIndicesIn; i += 3) { const u16 idx0 = indicesIn[i]; const u16 idx1 = indicesIn[i + 1]; const u16 idx2 = indicesIn[i + 2]; TransformedVertex& v0 = transformed[idx0]; TransformedVertex& v1 = transformed[idx1]; TransformedVertex& v2 = transformed[idx2]; bool in0 = IsInsideNearPlane(v0); bool in1 = IsInsideNearPlane(v1); bool in2 = IsInsideNearPlane(v2); bool inFar0 = IsInsideFarPlane(v0); bool inFar1 = IsInsideFarPlane(v1); bool inFar2 = IsInsideFarPlane(v2); int insideCount = (in0 ? 1 : 0) + (in1 ? 1 : 0) + (in2 ? 1 : 0); int insideFarCount = (inFar0 ? 1 : 0) + (inFar1 ? 1 : 0) + (inFar2 ? 1 : 0); // Case 1: Entirely visible if (insideCount == 3) { indicesOut[numIndicesOut++] = idx0; indicesOut[numIndicesOut++] = idx1; indicesOut[numIndicesOut++] = idx2; } // Case 2: Entirely clipped / behind near plane else if (insideCount == 0) { // Cull, no clipping needed. stats->culledTrianglesNear++; continue; } // Case 3: Entirely beyond far plane else if (insideFarCount == 0) { // All are beyond the far plane. Cull. stats->culledTrianglesFar++; continue; } // Case 3: Partially clipped else { stats->clippedTriangles++; // We need to organize vertices cleanly to calculate intersections. // We will create a local polygon array of the inside/outside states. u16 triIdx[3] = {idx0, idx1, idx2}; bool triIn[3] = {in0, in1, in2}; // Output generated vertex indices for this clipped polygon u16 polyIndices[4]; int polyLength = 0; for (int j = 0; j < 3; ++j) { int next = (j + 1) % 3; u16 currIdx = triIdx[j]; u16 nextIdx = triIdx[next]; // If current vertex is inside, it stays a part of the output polygon if (triIn[j]) { polyIndices[polyLength++] = currIdx; } // If we cross the clipping plane line (inside->outside or outside->inside) if (triIn[j] != triIn[next]) { /* const */ TransformedVertex& a = transformed[currIdx]; /* const */ TransformedVertex& b = transformed[nextIdx]; // Find interpolation factor 't' where: z_interpolated = -w_interpolated // Lerp formulation: // z = a.z + t*(b.z - a.z) // w = a.w + t*(b.w - a.w) // Set z = -w => a.z + t*(b.z - a.z) = -(a.pos_w + t*(b.pos_w - a.pos_w)) // Solve for t: float denominator = (b.z - a.z) + (b.pos_w - a.pos_w); float t = 0.0f; if (fabsf(denominator) > 0.000001f) { t = (-a.z - a.pos_w) / denominator; } // Clamp safely due to float precision if (t < 0.0f) t = 0.0f; if (t > 1.0f) t = 1.0f; // Generate new vertex at the intersection point TransformedVertex newVertex; LerpTransformedVertex(&newVertex, const_cast(a), const_cast(b), t); // Force exact intersection to eliminate precision creeping down the pipeline newVertex.z = -newVertex.pos_w; // These can be used for debugging. // newVertex.color0_32 = 0xFFFF00FF; // a.color0_32 = 0xFFFF00FF; // b.color0_32 = 0xFFFF00FF; // Append to global vertex buffer transformed[transformedCount++] = newVertex; u16 newIdx = static_cast(transformedCount - 1); polyIndices[polyLength++] = newIdx; } } // Triangulate the resulting polygon array (will be either 3 or 4 vertices) if (polyLength == 3) { indicesOut[numIndicesOut++] = polyIndices[0]; indicesOut[numIndicesOut++] = polyIndices[1]; indicesOut[numIndicesOut++] = polyIndices[2]; } else if (polyLength == 4) { // Triangle 1 indicesOut[numIndicesOut++] = polyIndices[0]; indicesOut[numIndicesOut++] = polyIndices[1]; indicesOut[numIndicesOut++] = polyIndices[2]; // Triangle 2 indicesOut[numIndicesOut++] = polyIndices[0]; indicesOut[numIndicesOut++] = polyIndices[2]; indicesOut[numIndicesOut++] = polyIndices[3]; } } } gpuStats.perFrame.numSoftClippedTriangles++; } static SoftwareTransformAction ProjectClipAndExpand(SoftwareTransformParams ¶ms, int prim, int vertexCount, u32 vertType, u16 *&inds, int indsSize, int numDecodedVerts, int vertsSize, SoftwareTransformResult *result) { TransformedVertex *transformed = params.transformed; TransformedVertex *transformedExpanded = params.transformedExpanded; bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0; // Step 2: expand and process primitives. int drawIndexCount = 0; // NOTE: ExpandRectanges/lines/etc should do clipping while they're at it. if (prim == GE_PRIM_RECTANGLES) { // TODO: We should cull rectangles outzide -WpixelMapped)) { result->drawVertexCount = 0; result->drawIndexCount = 0; result->pixelMapped = false; result->drawBuffer = nullptr; return SW_CULLED; } result->drawBuffer = transformedExpanded; // 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()) { result->setStencil = true; if (vertexCount > 1) { // Take the bottom right alpha value of the first rect as the stencil value. // Technically, each rect could individually fill its stencil, but most of the // time they use the same one. result->stencilValue = (u8)(transformed[inds[1]].color0_32 >> 24); } else { result->stencilValue = 0; } } } else if (prim == GE_PRIM_POINTS) { // TODO: We should cull points here if they are outside -WpixelMapped = false; if (!ExpandPoints(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, &drawIndexCount, throughmode, params.pointScale)) { result->drawVertexCount = 0; result->drawIndexCount = 0; result->drawBuffer = nullptr; return SW_CULLED; } result->drawBuffer = transformedExpanded; } else if (prim == GE_PRIM_LINES) { // TODO: We should cull rectangles outzide -WpixelMapped = false; if (!ExpandLines(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, &drawIndexCount, throughmode)) { result->drawVertexCount = 0; result->drawIndexCount = 0; result->drawBuffer = nullptr; return SW_CULLED; } result->drawBuffer = transformedExpanded; } else if (prim == GE_PRIM_TRIANGLES) { // Triangles. We can simply draw the unexpanded buffer, although we do also take the opportunity to perform culling. result->drawBuffer = transformed; // We might actually write more vertics at the end of transformed. drawIndexCount = vertexCount; result->pixelMapped = false; // Let's go look for pixel mapping. bool lookForPixelMapping = throughmode; if (!lookForPixelMapping) { // If not throughmode, we can still have pixel mapping if the clip info is valid and flat Z, since that means no clipping or perspective correction will be applied. if (((u32)params.clipInfoFlags & ((u32)(ClipInfoFlags::Valid | ClipInfoFlags::FlatZ))) == (u32)(ClipInfoFlags::Valid | ClipInfoFlags::FlatZ)) { lookForPixelMapping = true; } } if (lookForPixelMapping && g_Config.bSmart2DTexFiltering && !gstate_c.textureIsVideo) { // We check some common cases for pixel mapping. // It's enough to check UV deltas vs pos deltas between vertex pairs: // 0-1 1-3 3-2 2-0. Maybe can even skip the last one. Probably some simple math can get us that sequence. // Unfortunately we need to reverse the previous UV scaling operation. Fortunately these are powers of two // so the operations are exact. bool pixelMapped = true; const u16 *indsIn = (const u16 *)inds; const float uscale = gstate_c.curTextureWidth; const float vscale = gstate_c.curTextureHeight; for (int t = 0; t < vertexCount; t += 3) { struct { int a; int b; } pairs[] = {{0, 1}, {1, 2}, {2, 0}}; for (int i = 0; i < ARRAY_SIZE(pairs); i++) { int a = indsIn[t + pairs[i].a]; int b = indsIn[t + pairs[i].b]; float du = fabsf((transformed[a].u - transformed[b].u) * uscale); float dv = fabsf((transformed[a].v - transformed[b].v) * vscale); float dx = fabsf(transformed[a].x - transformed[b].x); float dy = fabsf(transformed[a].y - transformed[b].y); if (du != dx || dv != dy) { pixelMapped = false; } } if (!pixelMapped) { break; } } result->pixelMapped = pixelMapped; } if (!throughmode) { // Culling and clipping needs to be done here, it doesn't happen in the shader in the case of software transform. // However, fast culling should already have taken care of the Z<-W and Z>W culling, but we check for it on a per-triangle // basis here anyway. const u16 *indsIn = (const u16 *)inds; u16 *origInds = inds; // TODO: We should either merge the two loops, or avoid the second loop if no culling is needed. // Now, for each triangle, throw away the indices if: // - Depth clip/clamp on, and ALL verts are outside *in the same direction*. // - Depth clip/clamp off, and ANY vert is outside. u16 *newInds = inds + vertexCount; u16 *indsOut = newInds; if (gstate.isDepthClipEnabled()) { const u16 *indsIn = (const u16 *)inds; int newIndexCount = 0; ClipTrianglesAgainstNearPlane(transformed, numDecodedVerts, 65536, inds, vertexCount, indsOut, newIndexCount, 65336, &result->stats); drawIndexCount = newIndexCount; } else { std::vector outsideZ; outsideZ.resize(vertexCount); // First, check inside/outside directions for each index. // We are still in clip space here, so we can cull aggressively in Z. // TODO: This is so cheap now that we can probably avoid the buffer and just do the work below. // See the comment in VertexShader for the epsilons for (int i = 0; i < vertexCount; ++i) { float z = transformed[indsIn[i]].z; float w = transformed[indsIn[i]].pos_w; const float delta = 0.0000304f / w; if (z > w + delta) { outsideZ[i] = 1; } else if (z < -(w + delta)) { outsideZ[i] = -1; } else { outsideZ[i] = 0; } } drawIndexCount = 0; for (int i = 0; i < vertexCount - 2; i += 3) { if (outsideZ[i + 0] != 0 || outsideZ[i + 1] != 0 || outsideZ[i + 2] != 0) { // Even one outside, and we cull. continue; } memcpy(indsOut, indsIn + i, 3 * sizeof(uint16_t)); indsOut += 3; drawIndexCount += 3; } } inds = newInds; // Now that we're done culling and generating clipped vertices if needed (not yet implemented), we go ahead and project. ProjectVertices(gstate, transformed, numDecodedVerts); #if 0 // NOTE! This code is effectively obsolete now that we have implemented depth clamp in the fragment shader, // However, this can be an alternate partial solution for low-performance hardware in the future. // Alright! Now, we can approximate Z-clamping, if the hardware lacks support for doing it for us. // Now, this can only be done exactly if all vertices in a triangle are beyond the far plane. // If not we technically need to cut it in two parts to clamp accurately. // However, in most cases that matter (such as missing skies, etc), this is fine. // We could be aggressive and clamp every individual vertex, but this takes the safer (but not 100% safe) route and only clamps vertices // that are part of a triangle where all three are beyond the same plane. const int maxZInt = gstate.getDepthRangeMax(); // float maxZ = maxZInt / 65535.0f; const int minZInt = gstate.getDepthRangeMin(); // float minZ = minZInt / 65535.0f; // We only need to clamp if minZ and maxZ aren't at the extreme in each direction, as otherwise // minZ and maxZ will cut things off. if (gstate.isDepthClipEnabled() && (minZInt == 0 || maxZInt == 65535)) { for (int i = 0; i < drawIndexCount - 2; i += 3) { TransformedVertex &v0 = transformed[newInds[i]]; TransformedVertex &v1 = transformed[newInds[i + 1]]; TransformedVertex &v2 = transformed[newInds[i + 2]]; if (v0.x < 0.0f || v0.x > 4096.0f || v1.x < 0.0f || v1.y > 4096.0f || v2.x < 0.0f || v2.y > 4096.0f) { // If it's outside the viewport, we might as well skip the clamping, as it won't be visible anyway. // continue; } if (minZInt == 0) { bool v0InFront = v0.z < 0.0f; bool v1InFront = v1.z < 0.0f; bool v2InFront = v2.z < 0.0f; if (v0InFront && v1InFront && v2InFront) { v0.z = 0.0f; v1.z = 0.0f; v2.z = 0.0f; } } if (maxZInt == 65535) { bool v0Beyond = v0.z >= 65535.0f; bool v1Beyond = v1.z >= 65535.0f; bool v2Beyond = v2.z >= 65535.0f; if (v0Beyond && v1Beyond && v2Beyond) { v0.z = 65535.0f; v1.z = 65535.0f; v2.z = 65535.0f; } } } } #endif } } else { _dbg_assert_(false); } if (gstate.isModeClear()) { gpuStats.perFrame.numClears++; } result->drawIndexCount = drawIndexCount; result->drawVertexCount = numDecodedVerts; return SW_DRAW_INDEXED; } static bool ExpandRectangles(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, bool *pixelMappedExactly) { // Before we start, do a sanity check - does the output fit? if ((vertexCount / 2) * 6 > indsSize) { // Won't fit, kill the draw. return false; } if ((vertexCount / 2) * 4 > vertsSize) { // Won't fit, kill the draw. return false; } // Rectangles always need 2 vertices, disregard the last one if there's an odd number. vertexCount = vertexCount & ~1; TransformedVertex *trans = &transformedExpanded[0]; const u16 *indsIn = (const u16 *)inds; u16 *newInds = inds + vertexCount; u16 *indsOut = newInds; numDecodedVerts = 4 * (vertexCount / 2); float uscale = 1.0f; float vscale = 1.0f; if (throughmode) { uscale /= gstate_c.curTextureWidth; vscale /= gstate_c.curTextureHeight; } bool pixelMapped = g_Config.bSmart2DTexFiltering && !gstate_c.textureIsVideo; for (int i = 0; i < vertexCount; i += 2) { const TransformedVertex &transVtxTL = transformed[indsIn[i + 0]]; const TransformedVertex &transVtxBR = transformed[indsIn[i + 1]]; if (pixelMapped) { float dx = transVtxBR.x - transVtxTL.x; float dy = transVtxBR.y - transVtxTL.y; float du = transVtxBR.u - transVtxTL.u; float dv = transVtxBR.v - transVtxTL.v; // NOTE: We will accept it as pixel mapped if only one dimension is stretched. This fixes dialog frames in FFI. // Though, there could be false positives in other games due to this. Let's see if it is a problem... if (dx <= 0 || dy <= 0 || (dx != du && dy != dv)) { pixelMapped = false; } } float z = transVtxBR.z; // Apply Z clamping. It appears clipping/culling does not affect rectangles, see #12058. if (z > 65535.0f) { z = 65535.0f; } else if (z < 0.0f) { z = 0.0f; } // We have to turn the rectangle into two triangles, so 6 points. // This is 4 verts + 6 indices. // bottom right trans[0] = transVtxBR; trans[0].u = transVtxBR.u * uscale; trans[0].v = transVtxBR.v * vscale; trans[0].z = z; // top right trans[1] = transVtxBR; trans[1].y = transVtxTL.y; trans[1].u = transVtxBR.u * uscale; trans[1].v = transVtxTL.v * vscale; trans[1].z = z; // top left trans[2] = transVtxBR; trans[2].x = transVtxTL.x; trans[2].y = transVtxTL.y; trans[2].u = transVtxTL.u * uscale; trans[2].v = transVtxTL.v * vscale; trans[2].z = z; // bottom left trans[3] = transVtxBR; trans[3].x = transVtxTL.x; trans[3].u = transVtxTL.u * uscale; trans[3].v = transVtxBR.v * vscale; trans[3].z = z; // That's the four corners. Now process UV rotation. RotateUV(trans); // Triangle: BR-TR-TL indsOut[0] = i * 2 + 0; indsOut[1] = i * 2 + 1; indsOut[2] = i * 2 + 2; // Triangle: BL-BR-TL indsOut[3] = i * 2 + 3; indsOut[4] = i * 2 + 0; indsOut[5] = i * 2 + 2; trans += 4; indsOut += 6; } inds = newInds; *pixelMappedExactly = pixelMapped; *drawIndexCount = indsOut - newInds; return true; } // In-place. So, better not be doing this on GPU memory! void IndexBufferProvokingLastToFirst(int prim, u16 *inds, int indsSize) { switch (prim) { case GE_PRIM_LINES: // Swap every two indices. for (int i = 0; i < indsSize - 1; i += 2) { u16 temp = inds[i]; inds[i] = inds[i + 1]; inds[i + 1] = temp; } break; case GE_PRIM_TRIANGLES: // Rotate the triangle so the last becomes the first, without changing the winding order. // This could be done with a series of pshufb, although with some "interesting" // boundary conditions since 16 is not divisible by 3. for (int i = 0; i < indsSize - 2; i += 3) { u16 temp = inds[i + 2]; inds[i + 2] = inds[i + 1]; inds[i + 1] = inds[i]; inds[i] = temp; } break; case GE_PRIM_POINTS: // Nothing to do, break; case GE_PRIM_RECTANGLES: // Nothing to do, already using the 2nd vertex. break; default: _dbg_assert_msg_(false, "IndexBufferProvokingFirstToLast: Only works with plain indexed primitives, no strips or fans") } } static bool ExpandLines(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode) { // Before we start, do a sanity check - does the output fit? if ((vertexCount / 2) * 6 > indsSize) { // Won't fit, kill the draw. return false; } if ((vertexCount / 2) * 4 > vertsSize) { return false; } // Lines always need 2 vertices, disregard the last one if there's an odd number. vertexCount = vertexCount & ~1; TransformedVertex *trans = &transformedExpanded[0]; const u16 *indsIn = (const u16 *)inds; u16 *newInds = inds + vertexCount; u16 *indsOut = newInds; float dx = 1.0f; float dy = 1.0f; float du = 1.0f; float dv = 1.0f; if (throughmode) { dx = 1.0f; dy = 1.0f; } numDecodedVerts = 4 * (vertexCount / 2); if (PSP_CoreParameter().compat.flags().CenteredLines) { // Lines meant to be pretty in 3D like in Echochrome. // We expand them in both directions for symmetry, so we need to halve the expansion. dx *= 0.5f; dy *= 0.5f; for (int i = 0; i < vertexCount; i += 2) { const TransformedVertex &transVtx1 = transformed[indsIn[i + 0]]; const TransformedVertex &transVtx2 = transformed[indsIn[i + 1]]; // Okay, let's calculate the perpendicular. float horizontal = transVtx2.x - transVtx1.x; float vertical = transVtx2.y - transVtx1.y; Vec2f addWidth = Vec2f(-vertical, horizontal).Normalized(); float xoff = addWidth.x * dx; float yoff = addWidth.y * dy; // bottom right trans[0].CopyFromWithOffset(transVtx2, xoff, yoff); // top right trans[1].CopyFromWithOffset(transVtx1, xoff, yoff); // top left trans[2].CopyFromWithOffset(transVtx1, -xoff, -yoff); // bottom left trans[3].CopyFromWithOffset(transVtx2, -xoff, -yoff); // Triangle: BR-TR-TL indsOut[0] = i * 2 + 0; indsOut[1] = i * 2 + 1; indsOut[2] = i * 2 + 2; // Triangle: BL-BR-TL indsOut[3] = i * 2 + 3; indsOut[4] = i * 2 + 0; indsOut[5] = i * 2 + 2; trans += 4; indsOut += 6; *drawIndexCount += 6; } } else { // Lines meant to be as closely compatible with upscaled 2D drawing as possible. // We use this as default. for (int i = 0; i < vertexCount; i += 2) { const TransformedVertex &transVtx1 = transformed[indsIn[i + 0]]; const TransformedVertex &transVtx2 = transformed[indsIn[i + 1]]; const TransformedVertex &transVtxT = transVtx1.y <= transVtx2.y ? transVtx1 : transVtx2; const TransformedVertex &transVtxB = transVtx1.y <= transVtx2.y ? transVtx2 : transVtx1; const TransformedVertex &transVtxL = transVtx1.x <= transVtx2.x ? transVtx1 : transVtx2; const TransformedVertex &transVtxR = transVtx1.x <= transVtx2.x ? transVtx2 : transVtx1; // Sort the points so our perpendicular will bias the right direction. const TransformedVertex &transVtxTL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxT : transVtxB; const TransformedVertex &transVtxBL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxB : transVtxT; // Okay, let's calculate the perpendicular. float horizontal = transVtxTL.x - transVtxBL.x; float vertical = transVtxTL.y - transVtxBL.y; Vec2f addWidth = Vec2f(-vertical, horizontal).Normalized(); // bottom right trans[0] = transVtxBL; trans[0].x += addWidth.x * dx; trans[0].y += addWidth.y * dy; trans[0].u += addWidth.x * du * trans[0].uv_w; trans[0].v += addWidth.y * dv * trans[0].uv_w; // top right trans[1] = transVtxTL; trans[1].x += addWidth.x * dx; trans[1].y += addWidth.y * dy; trans[1].u += addWidth.x * du * trans[1].uv_w; trans[1].v += addWidth.y * dv * trans[1].uv_w; // top left trans[2] = transVtxTL; // bottom left trans[3] = transVtxBL; // Triangle: BR-TR-TL indsOut[0] = i * 2 + 0; indsOut[1] = i * 2 + 1; indsOut[2] = i * 2 + 2; // Triangle: BL-BR-TL indsOut[3] = i * 2 + 3; indsOut[4] = i * 2 + 0; indsOut[5] = i * 2 + 2; trans += 4; indsOut += 6; } } *drawIndexCount = indsOut - newInds; inds = newInds; return true; } static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, float pointScale) { // Before we start, do a sanity check - does the output fit? if (vertexCount * 6 > indsSize) { // Won't fit, kill the draw. return false; } if (vertexCount * 4 > vertsSize) { // Won't fit, kill the draw. return false; } TransformedVertex *trans = &transformedExpanded[0]; const u16 *indsIn = (const u16 *)inds; u16 *newInds = inds + vertexCount; u16 *indsOut = newInds; const float offset = pointScale != 1.0f ? -pointScale * 0.5f : 0.0f; const float dx = 1.0f * pointScale; const float dy = 1.0f * pointScale; const float du = 1.0f / gstate_c.curTextureWidth; const float dv = 1.0f / gstate_c.curTextureHeight; maxIndex = 4 * vertexCount; for (int i = 0; i < vertexCount; ++i) { TransformedVertex transVtxTL = transformed[indsIn[i]]; // Centering, if the logic below enables it. transVtxTL.x += offset; transVtxTL.y += offset; // Create the bottom right corner. TransformedVertex transVtxBR = transVtxTL; transVtxBR.x += dx; transVtxBR.y += dy; transVtxBR.u += du * transVtxTL.uv_w; transVtxBR.v += dv * transVtxTL.uv_w; // We have to turn the rectangle into two triangles, so 6 points. // This is 4 verts + 6 indices. // bottom right trans[0] = transVtxBR; // top right trans[1] = transVtxBR; trans[1].y = transVtxTL.y; trans[1].v = transVtxTL.v; // top left trans[2] = transVtxBR; trans[2].x = transVtxTL.x; trans[2].y = transVtxTL.y; trans[2].u = transVtxTL.u; trans[2].v = transVtxTL.v; // bottom left trans[3] = transVtxBR; trans[3].x = transVtxTL.x; trans[3].u = transVtxTL.u; // Triangle: BR-TR-TL indsOut[0] = i * 4 + 0; indsOut[1] = i * 4 + 1; indsOut[2] = i * 4 + 2; // Triangle: BL-BR-TL indsOut[3] = i * 4 + 3; indsOut[4] = i * 4 + 0; indsOut[5] = i * 4 + 2; trans += 4; indsOut += 6; } inds = newInds; *drawIndexCount = indsOut - newInds; return true; } // 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 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, const VertexDecoder *dec, 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. // Actually if software transform is off, we could enforce it in the vertex decoder lookup before calling this, // avoiding having to implement it again below. const int count = upperBound + 1 - lowerBound; dec->DecodeVerts(bufPtr, inPtr + lowerBound * dec->VertexSize(), &gstate_c.uv, count); // 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); 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 (!dec->skinInDecode && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) { int numBoneWeights = vertTypeGetNumBoneWeights(vertType); for (int i = lowerBound; i <= upperBound; i++) { reader.Goto(i - lowerBound); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } if (vertType & GE_VTYPE_COL_MASK) { sv.color_32 = reader.ReadColor0_8888(); } 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 tessellation anyway, not sure if any need to supply reader.ReadNrm(nrm); } else { nrm[0] = 0; nrm[1] = 0; nrm[2] = 1.0f; } reader.ReadPosAuto(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 - lowerBound); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } else { sv.uv[0] = 0.0f; // This will get filled in during tessellation sv.uv[1] = 0.0f; } if (vertType & GE_VTYPE_COL_MASK) { sv.color_32 = reader.ReadColor0_8888(); } else { memcpy(sv.color, defaultColor, 4); } if (vertType & GE_VTYPE_NRM_MASK) { // Normals are generated during tessellation anyway, not sure if any need to supply reader.ReadNrm((float *)&sv.nrm); } else { sv.nrm.x = 0.0f; sv.nrm.y = 0.0f; sv.nrm.z = 1.0f; } reader.ReadPosAuto((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)); } // clip space to screen space static Vec3f ClipToScreen(const Vec4f& coords) { float xScale = gstate.getViewportXScale(); float xCenter = gstate.getViewportXCenter(); float yScale = gstate.getViewportYScale(); float yCenter = gstate.getViewportYCenter(); float zScale = gstate.getViewportZScale(); float zCenter = gstate.getViewportZCenter(); float x = coords.x * xScale / coords.w + xCenter; float y = coords.y * yScale / coords.w + yCenter; float z = coords.z * zScale / coords.w + zCenter; // 16 = 0xFFFF / 4095.9375 return Vec3f(x * 16 - gstate.getOffsetX16(), y * 16 - gstate.getOffsetY16(), z); } static Vec3f ScreenToDrawing(const Vec3f& coords) { Vec3f ret; ret.x = coords.x * (1.0f / 16.0f); ret.y = coords.y * (1.0f / 16.0f); ret.z = coords.z; return ret; } // TODO: drawEngine is just for the vertex decoder lookup. See if we can clean that up. // This is really just for vertex preview in the debugger, not for actual rendering! // TODO: Support tessellation!! That's currently entirely broken (I guess maybe we'll draw the control points as something). // count is the input vertex count (describes the draw together with prim). bool GetCurrentDrawAsDebugVertices(DrawEngineCommon *drawEngine, GECommand cmd, GEPrimitiveType prim, GEPrimitiveType *outPrim, int count, std::vector *debugVertices, std::vector *debugIndices, int *outLowerIndexBound, TransformStats *stats, DebugVertexFlags flags) { // This is always for the current vertices. u16 indexLowerBound = 0; u16 indexUpperBound = count - 1; if (!Memory::IsValidAddress(gstate_c.vertexAddr) || count == 0) { return false; } if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE && !Memory::IsValidAddress(gstate_c.indexAddr)) { return false; } const u32 vertTypeID = GetVertTypeID(gstate.vertType, gstate.getUVGenMode(), true); const bool throughMode = (vertTypeID & GE_VTYPE_THROUGH) != 0; // Points is the only primitive that generates 6x as many vertices as input indices (2 triangles per point). std::vector indexTemp; indexTemp.resize(65536); // (prim == GEPrimitiveType::GE_PRIM_POINTS ? count * 6 : count * 3) * 4); // First, inspect the indices to find the range we need to decode. const u8 *indsPtr = Memory::GetPointerUnchecked(gstate_c.indexAddr); if ((vertTypeID & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) { const u16_le *inds16 = (const u16_le *)indsPtr; const u32_le *inds32 = (const u32_le *)indsPtr; if (indsPtr) { GetIndexBounds(indsPtr, count, vertTypeID, &indexLowerBound, &indexUpperBound); } else { // Bad index buffer. return false; } } else { // No indices, so we just use the count as the upper bound. indexUpperBound = count - 1; indexLowerBound = 0; } int verticesToDecode = indexUpperBound + 1 - indexLowerBound; const u8 *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr); std::vector vertsTemp; // Next, run the vertex decoder. We enforce software skinning here. VertexDecoder *dec = drawEngine->GetVertexDecoder(vertTypeID); const int stride = (int)dec->GetDecVtxFmt().stride; vertsTemp.resize(stride * verticesToDecode + 32); // Add some padding bytes for "over-writes". UVScale uvScale{}; LoadUVScaleOffsetVec(gstate).Store(&uvScale.uScale); const u8 *startPos = verts + indexLowerBound * dec->VertexSize(); bool savedVertexFullAlpha = gstate_c.vertexFullAlpha; dec->DecodeVerts(vertsTemp.data(), startPos, &uvScale, verticesToDecode); gstate_c.vertexFullAlpha = savedVertexFullAlpha; int numDecodedVerts = verticesToDecode; u16 *inds = indexTemp.data(); if (!(flags & DebugVertexFlags::Transformed)) { // Output the untransformed vertices (although with skinning and morph baked-in from decode), // and the original indices. Might be interesting to look at. debugVertices->resize(verticesToDecode); VertexReader reader(vertsTemp.data(), dec->GetDecVtxFmt(), vertTypeID); const u8 defaultColor[4] = { (u8)gstate.getMaterialAmbientR(), (u8)gstate.getMaterialAmbientG(), (u8)gstate.getMaterialAmbientB(), (u8)gstate.getMaterialAmbientA(), }; for (int i = 0; i < verticesToDecode; i++) { reader.Goto(i); GPUDebugVertex &sv = (*debugVertices)[i]; sv = {}; if (vertTypeID & GE_VTYPE_TC_MASK) { reader.ReadUV(&sv.u); } else { sv.u = 0.0f; sv.v = 0.0f; } if (vertTypeID & GE_VTYPE_COL_MASK) { sv.color0_32 = reader.ReadColor0_8888(); } else { memcpy(sv.c0, defaultColor, 4); } if (vertTypeID & GE_VTYPE_NRM_MASK) { reader.ReadNrm((float *)&sv.nx); } else { sv.nx = 0.0f; sv.ny = 0.0f; sv.nz = 1.0f; } if (vertTypeID & GE_VTYPE_WEIGHT_MASK) { reader.ReadWeights(sv.weights); } reader.ReadPosAuto((float *)&sv.x); } // Output the indices straight switch (vertTypeID & GE_VTYPE_IDX_MASK) { case GE_VTYPE_IDX_NONE: debugIndices->clear(); // it's just a sequence, effectively. break; case GE_VTYPE_IDX_8BIT: debugIndices->resize(verticesToDecode); for (int i = 0; i < verticesToDecode; i++) { (*debugIndices)[i] = ((const u8 *)indsPtr)[i]; } break; case GE_VTYPE_IDX_16BIT: debugIndices->resize(verticesToDecode); for (int i = 0; i < verticesToDecode; i++) { (*debugIndices)[i] = ((const u16_le *)indsPtr)[i]; } break; case GE_VTYPE_IDX_32BIT: debugIndices->resize(verticesToDecode); for (int i = 0; i < verticesToDecode; i++) { (*debugIndices)[i] = ((const u32_le *)indsPtr)[i]; } break; } *outLowerIndexBound = indexLowerBound; *outPrim = prim; // before it changes. if (stats) { // We're not running transform, so no stats. *stats = {}; } return true; } IndexGenerator indexGen; indexGen.Setup(indexTemp.data()); const int indexOffset = -indexLowerBound; // This corresponds to DecodeInds in DrawEngineCommon. const bool clockwise = true; switch ((vertTypeID & GE_VTYPE_IDX_MASK)) { case GE_VTYPE_IDX_NONE: indexGen.AddPrim(prim, count, indexOffset, true); break; case GE_VTYPE_IDX_8BIT: indexGen.TranslatePrim(prim, count, (const u8 *)indsPtr, indexOffset, clockwise); break; case GE_VTYPE_IDX_16BIT: indexGen.TranslatePrim(prim, count, (const u16_le *)indsPtr, indexOffset, clockwise); break; case GE_VTYPE_IDX_32BIT: indexGen.TranslatePrim(prim, count, (const u32_le *)indsPtr, indexOffset, clockwise); break; } // After index generation, strips and fans have been collapsed to triangles. switch (prim) { case GE_PRIM_LINE_STRIP: prim = GE_PRIM_LINES; break; case GE_PRIM_TRIANGLE_FAN: case GE_PRIM_TRIANGLE_STRIP: prim = GE_PRIM_TRIANGLES; break; } int generatedIndices = indexGen.VertexCount(); // We need two temp buffers, transformed and transformedExpanded (the latter is only used for non-triangle primitives). std::vector transformed(65536); std::vector transformedExpanded(65536); // OK, time to run the software transform on these. SoftwareTransformParams params{}; SoftwareTransformResult result{}; params.allowClear = false; params.decoded = vertsTemp.data(); params.transformed = transformed.data(); params.transformedExpanded = transformedExpanded.data(); params.pointScale = cmd == GE_CMD_BOUNDINGBOX ? 4.0f : 1.0f; // Just make them more visible, for eas of debugging. RunSoftwareTransform(params, prim, vertTypeID, dec->GetDecVtxFmt(), numDecodedVerts, 65536, generatedIndices, inds, (int)indexTemp.size(), &result); // Output of software transform is always an indexed triangle list (or nothing). if (result.drawIndexCount == 0) { // Not a failure, but everything got culled. debugVertices->clear(); debugIndices->clear(); if (stats) { *stats = result.stats; } return true; } prim = GE_PRIM_TRIANGLES; if (stats) { *stats = result.stats; } // Convert the transformed outputs. gstate_c.vertexFullAlpha = savedVertexFullAlpha; // Supply indices in a correctly-sized vector. debugIndices->resize(result.drawIndexCount); memcpy(debugIndices->data(), inds, result.drawIndexCount * sizeof(u16)); const bool applyOffset = (flags & DebugVertexFlags::DrawCoords) && !throughMode; const float offsetX = applyOffset ? -gstate.getOffsetX() : 0.0f; const float offsetY = applyOffset ? -gstate.getOffsetY() : 0.0f; // Convert the transformed vertices to the debug vertex format. debugVertices->resize(result.drawVertexCount); for (int i = 0; i < result.drawVertexCount; i++) { const TransformedVertex &vtx = result.drawBuffer[i]; GPUDebugVertex &dv = (*debugVertices)[i]; dv.x = vtx.x + offsetX; dv.y = vtx.y + offsetY; dv.z = vtx.z; dv.w = vtx.pos_w; dv.u = vtx.u; dv.v = vtx.v; dv.fog = vtx.fog; dv.c0[0] = (vtx.color0_32 >> 24) & 0xFF; dv.c0[1] = (vtx.color0_32 >> 16) & 0xFF; dv.c0[2] = (vtx.color0_32 >> 8) & 0xFF; dv.c0[3] = vtx.color0_32 & 0xFF; dv.c1[0] = (vtx.color1_32 >> 24) & 0xFF; dv.c1[1] = (vtx.color1_32 >> 16) & 0xFF; dv.c1[2] = (vtx.color1_32 >> 8) & 0xFF; dv.c1[3] = vtx.color1_32 & 0xFF; } *outPrim = prim; *outLowerIndexBound = indexLowerBound; return true; }