// 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 #include "GPU/GPUState.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/IndexGenerator.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/GPUStateUtils.h" #include "GPU/GLES/FragmentShaderGenerator.h" #include "gfx/gl_common.h" #include "gfx/gl_lost_manager.h" class LinkedShader; class ShaderManager; class TextureCache; class FramebufferManager; class FramebufferManagerCommon; class TextureCacheCommon; class FragmentTestCache; struct TransformedVertex; 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 enum { VAI_FLAG_VERTEXFULLALPHA = 1, }; // Avoiding the full include of TextureDecoder.h. #if (defined(_M_SSE) && defined(_M_X64)) || defined(ARM64) typedef u64 ReliableHashType; #else typedef u32 ReliableHashType; #endif // Try to keep this POD. class VertexArrayInfo { public: VertexArrayInfo() { status = VAI_NEW; vbo = 0; ebo = 0; prim = GE_PRIM_INVALID; numDraws = 0; numFrames = 0; lastFrame = gpuStats.numFlips; numVerts = 0; drawsUntilNextFullHash = 0; flags = 0; } enum Status { VAI_NEW, VAI_HASHING, VAI_RELIABLE, // cache, don't hash VAI_UNRELIABLE, // never cache }; ReliableHashType hash; u32 minihash; Status status; u32 vbo; u32 ebo; // Precalculated parameter for drawRangeElements u16 numVerts; u16 maxIndex; s8 prim; // ID information int numDraws; int numFrames; int lastFrame; // So that we can forget. u16 drawsUntilNextFullHash; u8 flags; }; // Handles transform, lighting and drawing. class DrawEngineGLES : public DrawEngineCommon, public GfxResourceHolder { public: DrawEngineGLES(); virtual ~DrawEngineGLES(); void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead); void SetShaderManager(ShaderManager *shaderManager) { shaderManager_ = shaderManager; } void SetTextureCache(TextureCache *textureCache) { textureCache_ = textureCache; } void SetFramebufferManager(FramebufferManager *fbManager) { framebufferManager_ = fbManager; } void SetFragmentTestCache(FragmentTestCache *testCache) { fragmentTestCache_ = testCache; } void RestoreVAO(); void InitDeviceObjects(); void DestroyDeviceObjects(); void GLRestore() override; void Resized(); void DecimateTrackedVertexArrays(); void ClearTrackedVertexArrays(); void SetupVertexDecoder(u32 vertType); inline void SetupVertexDecoderInternal(u32 vertType); // This requires a SetupVertexDecoder call first. int 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; } // So that this can be inlined void Flush() { if (!numDrawCalls) return; DoFlush(); } void FinishDeferred() { if (!numDrawCalls) return; DecodeVerts(); } bool IsCodePtrVertexDecoder(const u8 *ptr) const; void DispatchFlush() override { Flush(); } void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override { SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead); } GLuint BindBuffer(const void *p, size_t sz); GLuint BindBuffer(const void *p1, size_t sz1, const void *p2, size_t sz2); GLuint BindElementBuffer(const void *p, size_t sz); void DecimateBuffers(); private: void DecodeVerts(); void DecodeVertsStep(); void DoFlush(); void ApplyDrawState(int prim); void ApplyDrawStateLate(); bool ApplyShaderBlending(); void ResetShaderBlending(); GLuint AllocateBuffer(size_t sz); void FreeBuffer(GLuint buf); void FreeVertexArray(VertexArrayInfo *vai); u32 ComputeMiniHash(); ReliableHashType ComputeHash(); // Reads deferred vertex data. void MarkUnreliable(VertexArrayInfo *vai); // 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; s8 prim; u32 vertexCount; u16 indexLowerBound; u16 indexUpperBound; }; // Vertex collector state IndexGenerator indexGen; int decodedVerts_; GEPrimitiveType prevPrim_; u32 lastVType_; TransformedVertex *transformed; TransformedVertex *transformedExpanded; std::unordered_map vai_; // Vertex buffer objects // Element buffer objects struct BufferNameInfo { BufferNameInfo() : sz(0), used(false), lastFrame(0) {} size_t sz; bool used; int lastFrame; }; std::vector bufferNameCache_; std::multimap freeSizedBuffers_; std::unordered_map bufferNameInfo_; std::vector buffersThisFrame_; size_t bufferNameCacheSize_; GLuint sharedVao_; // Other ShaderManager *shaderManager_; TextureCache *textureCache_; FramebufferManager *framebufferManager_; FragmentTestCache *fragmentTestCache_; enum { MAX_DEFERRED_DRAW_CALLS = 128 }; DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS]; int numDrawCalls; int vertexCountInDrawCalls; int decimationCounter_; int bufferDecimationCounter_; int decodeCounter_; u32 dcid_; UVScale *uvScale; bool fboTexNeedBind_; bool fboTexBound_; };