// 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 #include "Common/CommonTypes.h" #include "GPU/GPUState.h" #include "GPU/Common/GPUDebugInterface.h" #include "GPU/Common/VertexDecoderCommon.h" class VertexDecoder; enum { VERTEX_BUFFER_MAX = 65536, DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 64, DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 16, SPLINE_BUFFER_SIZE = VERTEX_BUFFER_MAX * 26, // At least, this buffer needs greater than 1679616 bytes for Mist Dragon morphing in FF4CC. }; class DrawEngineCommon { public: DrawEngineCommon(); virtual ~DrawEngineCommon(); bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType); bool GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices); static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType); // Flush is normally non-virtual but here's a virtual way to call it, used by the shared spline code, which is expensive anyway. // Not really sure if these wrappers are worth it... virtual void DispatchFlush() = 0; // Same for SubmitPrim virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) = 0; void SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead); void SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead); std::vector DebugGetVertexLoaderIDs(); std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType); virtual void Resized(); protected: virtual void ClearTrackedVertexArrays() {} // Preprocessing for spline/bezier u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType); bool ApplyShaderBlending(); VertexDecoder *GetVertexDecoder(u32 vtype); inline int IndexSize(u32 vtype) const { const u32 indexType = (vtype & GE_VTYPE_IDX_MASK); if (indexType == GE_VTYPE_IDX_16BIT) { return 2; } else if (indexType == GE_VTYPE_IDX_32BIT) { return 4; } return 1; } // Vertex collector buffers u8 *decoded; u16 *decIndex; u8 *splineBuffer; // Cached vertex decoders u32 lastVType_ = -1; std::unordered_map decoderMap_; VertexDecoder *dec_; VertexDecoderJitCache *decJitCache_; VertexDecoderOptions decOptions_; // Fixed index buffer for easy quad generation from spline/bezier u16 *quadIndices_; // Shader blending state bool fboTexNeedBind_; bool fboTexBound_; // Hardware tessellation int numPatches; class TessellationDataTransfer { protected: int prevSize; int prevSizeTex; int prevSizeCol; public: virtual ~TessellationDataTransfer() {} // Send spline/bezier's control points to vertex shader through floating point texture. virtual void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) = 0; virtual void PrepareBuffers(float *&pos, float *&tex, float *&col, int size, bool hasColor, bool hasTexCoords) {}; }; TessellationDataTransfer *tessDataTransfer; };