// 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 "Core/Config.h" #include "Core/MemMap.h" #include "GPU/Directx9/TransformPipelineDX9.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/VertexDecoderCommon.h" namespace DX9 { // 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 TransformDrawEngineDX9::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoderDX9 *dec, int lowerBound, int upperBound, 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. dec->DecodeVerts(bufPtr, inPtr, lowerBound, upperBound); // 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); SimpleVertex *sverts = (SimpleVertex *)outPtr; 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 (!g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) { int numBoneWeights = vertTypeGetNumBoneWeights(vertType); for (int i = lowerBound; i <= upperBound; i++) { reader.Goto(i); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } if (vertType & GE_VTYPE_COL_MASK) { reader.ReadColor0_8888(sv.color); } 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 tesselation anyway, not sure if any need to supply reader.ReadNrm(nrm); } else { nrm[0] = 0; nrm[1] = 0; nrm[2] = 1.0f; } reader.ReadPos(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); SimpleVertex &sv = sverts[i]; if (vertType & GE_VTYPE_TC_MASK) { reader.ReadUV(sv.uv); } else { sv.uv[0] = 0; // This will get filled in during tesselation sv.uv[1] = 0; } if (vertType & GE_VTYPE_COL_MASK) { reader.ReadColor0_8888(sv.color); } else { memcpy(sv.color, defaultColor, 4); } if (vertType & GE_VTYPE_NRM_MASK) { // Normals are generated during tesselation anyway, not sure if any need to supply reader.ReadNrm((float *)&sv.nrm); } else { sv.nrm.x = 0; sv.nrm.y = 0; sv.nrm.z = 1.0f; } reader.ReadPos((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)); } u32 TransformDrawEngineDX9::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) { const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24); VertexDecoderDX9 *dec = GetVertexDecoder(vertTypeID); return NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType); } // Spline implementation copied and modified from neobrain's softgpu (orphis code?) #define START_OPEN_U 1 #define END_OPEN_U 2 #define START_OPEN_V 4 #define END_OPEN_V 8 // We decode all vertices into a common format for easy interpolation and stuff. // Not fast but can be optimized later. struct HWSplinePatch { u8 *points[16]; int type; // We need to generate both UVs and normals later... // float u0, v0, u1, v1; }; static void CopyTriangle(u8 *&dest, u8 *v1, u8 *v2, u8 * v3, int vertexSize) { memcpy(dest, v1, vertexSize); dest += vertexSize; memcpy(dest, v2, vertexSize); dest += vertexSize; memcpy(dest, v3, vertexSize); dest += vertexSize; } void TransformDrawEngineDX9::SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertex_type) { Flush(); if (prim_type != GE_PATCHPRIM_TRIANGLES) { // Only triangles supported! return; } // We're not actually going to decode, only reshuffle. VertexDecoderDX9 *vdecoder = GetVertexDecoder(vertex_type); int undecodedVertexSize = vdecoder->VertexSize(); const DecVtxFormat & vtxfmt = vdecoder->GetDecVtxFmt(); u16 index_lower_bound = 0; u16 index_upper_bound = count_u * count_v - 1; bool indices_16bit = (vertex_type & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT; u8* indices8 = (u8*)indices; u16* indices16 = (u16*)indices; if (indices) GetIndexBounds(indices, count_u*count_v, vertex_type, &index_lower_bound, &index_upper_bound); int num_patches_u = count_u - 3; int num_patches_v = count_v - 3; // TODO: Do something less idiotic to manage this buffer HWSplinePatch* patches = new HWSplinePatch[num_patches_u * num_patches_v]; for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) { for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) { HWSplinePatch& patch = patches[patch_u + patch_v * num_patches_u]; for (int point = 0; point < 16; ++point) { int idx = (patch_u + point%4) + (patch_v + point/4) * count_u; if (indices) patch.points[point] = (u8 *)control_points + undecodedVertexSize * (indices_16bit ? indices16[idx] : indices8[idx]); else patch.points[point] = (u8 *)control_points + undecodedVertexSize * idx; } patch.type = (type_u | (type_v<<2)); if (patch_u != 0) patch.type &= ~START_OPEN_U; if (patch_v != 0) patch.type &= ~START_OPEN_V; if (patch_u != num_patches_u-1) patch.type &= ~END_OPEN_U; if (patch_v != num_patches_v-1) patch.type &= ~END_OPEN_V; } } u8 *decoded2 = decoded + 65536 * 24; int count = 0; u8 *dest = decoded2; for (int patch_idx = 0; patch_idx < num_patches_u*num_patches_v; ++patch_idx) { HWSplinePatch& patch = patches[patch_idx]; // TODO: Should do actual patch subdivision instead of just drawing the control points! const int tile_min_u = (patch.type & START_OPEN_U) ? 0 : 1; const int tile_min_v = (patch.type & START_OPEN_V) ? 0 : 1; const int tile_max_u = (patch.type & END_OPEN_U) ? 3 : 2; const int tile_max_v = (patch.type & END_OPEN_V) ? 3 : 2; for (int tile_u = tile_min_u; tile_u < tile_max_u; ++tile_u) { for (int tile_v = tile_min_v; tile_v < tile_max_v; ++tile_v) { int point_index = tile_u + tile_v*4; u8 *v0 = patch.points[point_index]; u8 *v1 = patch.points[point_index+1]; u8 *v2 = patch.points[point_index+4]; u8 *v3 = patch.points[point_index+5]; // TODO: Insert UVs and normals if not present. CopyTriangle(dest, v0, v2, v1, undecodedVertexSize); CopyTriangle(dest, v1, v2, v3, undecodedVertexSize); count += 6; } } } delete[] patches; u32 vertTypeWithoutIndex = vertex_type & ~GE_VTYPE_IDX_MASK; SubmitPrim(decoded2, 0, GE_PRIM_TRIANGLES, count, vertTypeWithoutIndex, GE_VTYPE_IDX_NONE, 0); Flush(); } // TODO void TransformDrawEngineDX9::SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertex_type) { if (prim_type != GE_PATCHPRIM_TRIANGLES) { // Only triangles supported! return; } // We're not actually going to decode, only reshuffle. VertexDecoderDX9 vdecoder; vdecoder.SetVertexType(vertex_type); Flush(); } };