// 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 "CommonTypes.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/GPUCommon.h" #include "GPU/Software/SoftGpu.h" #include "GPU/Math3D.h" #include "GPU/Software/GEMath.h" using namespace Math3D; static constexpr int32_t SCREEN_SCALE_FACTOR = 16; typedef u16 u10; // TODO: erm... :/ typedef Vec3 ModelCoords; typedef Vec3 WorldCoords; typedef Vec3 ViewCoords; typedef Vec4 ClipCoords; // Range: -w <= x/y/z <= w class BinManager; struct TransformState; enum class CullType { CW = 0, CCW = 1, OFF = 2, }; struct ScreenCoords { ScreenCoords() = default; ScreenCoords(int _x, int _y, u16 _z) : x(_x), y(_y), z(_z) {} int x; int y; u16 z; Vec2 xy() const { return Vec2(x, y); } ScreenCoords operator * (const float t) const { return ScreenCoords((int)(x * t), (int)(y * t), (u16)(z * t)); } ScreenCoords operator / (const int t) const { return ScreenCoords(x / t, y / t, z / t); } ScreenCoords operator + (const ScreenCoords& oth) const { return ScreenCoords(x + oth.x, y + oth.y, z + oth.z); } }; struct DrawingCoords { DrawingCoords() = default; DrawingCoords(s16 x, s16 y) : x(x), y(y) {} s16 x; s16 y; }; struct alignas(16) VertexData { Vec3Packedf texturecoords; float clipw; uint32_t color0; uint32_t color1; ScreenCoords screenpos; float fogdepth; }; struct ClipVertexData { void Lerp(float t, const ClipVertexData &a, const ClipVertexData &b) { clippos = ::Lerp(a.clippos, b.clippos, t); // Ignore screenpos because Lerp() is only used pre-calculation of screenpos. v.texturecoords = ::Lerp(a.v.texturecoords, b.v.texturecoords, t); // Colors and fog (already 8-bit per vertex) take t rounded to 1/256 (gpu/probe exp136). const int t_int = (int)(t * 256.0f + 0.5f); v.fogdepth = (float)(((int)(a.v.fogdepth * 256.0f) * (256 - t_int) + (int)(b.v.fogdepth * 256.0f) * t_int) >> 8) * (1.0f / 256.0f); v.color0 = LerpInt, 256>(Vec4::FromRGBA(a.v.color0), Vec4::FromRGBA(b.v.color0), t_int).ToRGBA(); v.color1 = LerpInt, 256>(Vec3::FromRGB(a.v.color1), Vec3::FromRGB(b.v.color1), t_int).ToRGB(); } bool OutsideRange() const { return v.screenpos.x == 0x7FFFFFFF; } ClipCoords clippos; VertexData v; }; class VertexReader; class SoftwareDrawEngine; class SoftwareVertexReader; class StringWriter; class TransformUnit { public: TransformUnit(const TransformUnit &) = delete; TransformUnit &operator=(const TransformUnit &) = delete; TransformUnit(); ~TransformUnit(); static Vec4F32 ModelToWorldNormal(Vec4F32 normal); static ScreenCoords ClipToScreen(const ClipCoords &coords, bool *outsideRangeFlag); // Where an edge from an inside vertex crosses the near plane, as the GE computes it. static float NearPlaneT(const ClipCoords &in, const ClipCoords &out); static ClipCoords NearPlanePoint(const ClipCoords &in, const ClipCoords &out, float t); static inline DrawingCoords ScreenToDrawing(int x, int y) { DrawingCoords ret; // When offset > coord, this is negative and force-scissors. ret.x = x / SCREEN_SCALE_FACTOR; ret.y = y / SCREEN_SCALE_FACTOR; return ret; } static inline DrawingCoords ScreenToDrawing(const ScreenCoords &coords) { return ScreenToDrawing(coords.x, coords.y); } static ScreenCoords DrawingToScreen(const DrawingCoords &coords, u16 z); void SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine); void SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngine *drawEngine); void Flush(GPUCommon *common, const char *reason); void FlushIfOverlap(GPUCommon *common, const char *reason, bool modifying, uint32_t addr, uint32_t stride, uint32_t w, uint32_t h); void NotifyClutUpdate(const void *src); void NotifyTexFlush(); void GetStats(StringWriter &w); void SetDirty(SoftDirty flags); SoftDirty GetDirty(); private: // What a vertex format without UVs or a normal reads: the last ones read before it. struct VertexCarry { Vec3Packedf tc{}; float normal[4]{}; }; ClipVertexData ReadVertex(const VertexReader &vreader, const TransformState &state, VertexCarry &carry); // orderReversed: verts are in the opposite order of how the GE takes the triangle (matters for clipping). void SendTriangle(CullType cullType, const ClipVertexData *verts, int provoking = 2, bool orderReversed = false); u8 *decoded_ = nullptr; VertexCarry carry_; BinManager *binner_ = nullptr; // Normally max verts per prim is 3, but we temporarily need 4 to detect rectangles from strips. ClipVertexData data_[4]; // This is the index of the next vert in data (or higher, may need modulus.) int data_index_ = 0; GEPrimitiveType prev_prim_ = GE_PRIM_POINTS; bool hasDraws_ = false; bool isImmDraw_ = false; friend SoftwareVertexReader; }; enum class ClipInfoFlags; class SoftwareDrawEngine : public DrawEngineCommon { public: SoftwareDrawEngine(); ~SoftwareDrawEngine(); void DeviceLost() override {} void DeviceRestore(Draw::DrawContext *draw) override {} void NotifyConfigChanged() override; void Flush() override; void DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) override; void DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) override; VertexDecoder *FindVertexDecoder(u32 vtype); TransformUnit transformUnit; #if PPSSPP_ARCH(32BIT) #undef new void *operator new(size_t s) { return AllocateAlignedMemory(s, 16); } void operator delete(void *p) { FreeAlignedMemory(p); } #endif };