// 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 "ppsspp_config.h" #include #include #include #include "Common/Common.h" #include "Common/CPUDetect.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/Math/math_util.h" #include "Common/MemoryUtil.h" #include "Common/Profiler/Profiler.h" #include "GPU/GPUState.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/SoftwareTransformCommon.h" #include "GPU/Common/TransformCommon.h" #include "GPU/Common/VertexReader.h" #include "GPU/GPUStateSIMDUtil.h" #include "Common/Math/SIMDHeaders.h" #include "GPU/Software/BinManager.h" #include "GPU/Software/Clipper.h" #include "GPU/Software/Lighting.h" #include "GPU/Software/RasterizerRectangle.h" #include "GPU/Software/TransformUnit.h" // For the SSE4 stuff #if PPSSPP_ARCH(SSE2) #include #endif #define TRANSFORM_BUF_SIZE (65536 * 48) TransformUnit::TransformUnit() { decoded_ = (u8 *)AllocateAlignedMemory(TRANSFORM_BUF_SIZE, 16); _assert_(decoded_); binner_ = new BinManager(); } TransformUnit::~TransformUnit() { FreeAlignedMemory(decoded_); delete binner_; } SoftwareDrawEngine::SoftwareDrawEngine() { flushOnParams_ = false; } SoftwareDrawEngine::~SoftwareDrawEngine() {} void SoftwareDrawEngine::NotifyConfigChanged() { DrawEngineCommon::NotifyConfigChanged(); } void SoftwareDrawEngine::Flush() { transformUnit.Flush(gpuCommon_, "debug"); } void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) { _assert_msg_(clockwise, "Mixed cull mode not supported."); transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this); } void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) { uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode()); int flipCull = cullMode != gstate.getCullMode() ? 1 : 0; // TODO: For now, just setting all dirty. transformUnit.SetDirty(SoftDirty(-1)); gstate.cullmode ^= flipCull; // TODO: This is a bit ugly. Should bypass when clipping... uint32_t xScale = gstate.viewportxscale; uint32_t xCenter = gstate.viewportxcenter; uint32_t yScale = gstate.viewportyscale; uint32_t yCenter = gstate.viewportycenter; uint32_t zScale = gstate.viewportzscale; uint32_t zCenter = gstate.viewportzcenter; // Force scale to 1 and center to zero. gstate.viewportxscale = (GE_CMD_VIEWPORTXSCALE << 24) | 0x3F8000; gstate.viewportxcenter = (GE_CMD_VIEWPORTXCENTER << 24) | 0x000000; gstate.viewportyscale = (GE_CMD_VIEWPORTYSCALE << 24) | 0x3F8000; gstate.viewportycenter = (GE_CMD_VIEWPORTYCENTER << 24) | 0x000000; // Z we scale to 65535 for neg z clipping. gstate.viewportzscale = (GE_CMD_VIEWPORTZSCALE << 24) | 0x477FFF; gstate.viewportzcenter = (GE_CMD_VIEWPORTZCENTER << 24) | 0x000000; // Before we start, submit 0 prims to reset the prev prim type. // Following submits will always be KEEP_PREVIOUS. if (!continuation) transformUnit.SubmitPrimitive(nullptr, nullptr, prim, 0, vertTypeID, nullptr, this); for (int i = 0; i < vertexCount; i++) { ClipVertexData vert; vert.clippos = ClipCoords(buffer[i].pos); vert.v.texturecoords.x = buffer[i].u; vert.v.texturecoords.y = buffer[i].v; vert.v.texturecoords.z = buffer[i].uv_w; if (gstate.isModeThrough()) { vert.v.texturecoords.x *= gstate.getTextureWidth(0); vert.v.texturecoords.y *= gstate.getTextureHeight(0); } else { vert.clippos.z *= 1.0f / 65535.0f; } vert.v.clipw = buffer[i].pos_w; vert.v.color0 = buffer[i].color0_32; vert.v.color1 = gstate.isUsingSecondaryColor() && !gstate.isModeThrough() ? buffer[i].color1_32 : 0; vert.v.fogdepth = buffer[i].fog; vert.v.screenpos.x = (int)(buffer[i].x * 16.0f); vert.v.screenpos.y = (int)(buffer[i].y * 16.0f); vert.v.screenpos.z = (u16)(u32)buffer[i].z; transformUnit.SubmitImmVertex(vert, this); } gstate.viewportxscale = xScale; gstate.viewportxcenter = xCenter; gstate.viewportyscale = yScale; gstate.viewportycenter = yCenter; gstate.viewportzscale = zScale; gstate.viewportzcenter = zCenter; gstate.cullmode ^= flipCull; // TODO: Should really clear, but a bunch of values are forced so we this is safest. transformUnit.SetDirty(SoftDirty(-1)); } VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) { const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode()); return DrawEngineCommon::GetVertexDecoder(vertTypeID); } WorldCoords TransformUnit::ModelToWorldNormal(const ModelCoords &coords) { // Each component summed like a matrix row (gpu/probe exp61). const float *m = gstate.worldMatrix; return WorldCoords(GEDot(coords, Vec3f(m[0], m[3], m[6])), GEDot(coords, Vec3f(m[1], m[4], m[7])), GEDot(coords, Vec3f(m[2], m[5], m[8]))); } // A clip space component from the combined matrix (gpu/probe exp32, exp34, exp42). The position is a // float24; the translation is a term of its own. static inline float GEClipComponent(const Vec3f &v, const float m[16], int c) { GERowTerm terms[4] = { GEProduct(TruncateToFloat24(v.x), m[c]), GEProduct(TruncateToFloat24(v.y), m[4 + c]), GEProduct(TruncateToFloat24(v.z), m[8 + c]), GEProduct(1.0f, m[12 + c]), }; return GERowSum(terms, 4); } // A texture coordinate from the 4x3 texture matrix, summed like a clip space row (gpu/probe exp64). static inline float GETexGenComponent(const Vec3f &v, const float m[12], int c) { GERowTerm terms[4] = { GEProduct(TruncateToFloat24(v.x), m[c]), GEProduct(TruncateToFloat24(v.y), m[3 + c]), GEProduct(TruncateToFloat24(v.z), m[6 + c]), GEProduct(1.0f, m[9 + c]), }; return GERowSum(terms, 4); } // Multiplies two matrices the way the GE combines world, view and projection (gpu/probe exp35, exp42): // in the order (world * view) * projection, each entry summed like a row in GEClipComponent. static void GECombineMatrices(float out[16], const float a[16], const float b[16]) { for (int r = 0; r < 4; ++r) { for (int c = 0; c < 4; ++c) { GERowTerm terms[4]; for (int k = 0; k < 4; ++k) { terms[k] = GEProduct(a[r * 4 + k], b[k * 4 + c]); } out[r * 4 + c] = GERowSum(terms, 4); } } } // A screen coordinate as the GE computes it (gpu/depth/transformprecision for Z, gpu/probe for X and Y): // the component divided by w is it times the reciprocal above, truncated to a float24, then scaled and // offset with GEAdd. Around a center of 2048, that lands X and Y on the 1/16 subpixel grid. static inline float GEViewport(float clipC, float clipW, float scale, float center) { const float w = TruncateToFloat24(clipW); if (!std::isfinite(w) || !std::isfinite(clipC) || fabsf(w) < FLT_MIN) { return clipC * scale / clipW + center; } const float ndc = ProductToFloat24((double)TruncateToFloat24(clipC) * GERecip(w)); return GEAdd(ProductToFloat24((double)ndc * scale), center); } // Screen Z is floored. static inline float GEScreenZ(float clipZ, float clipW, float zScale, float zCenter) { return floorf(GEViewport(clipZ, clipW, zScale, zCenter)); } template static ScreenCoords ClipToScreenInternal(Vec3f scaled, const ClipCoords &coords, bool *outside_range_flag) { // Account for rounding for X and Y. // TODO: Validate actual rounding range. constexpr float SCREEN_BOUND = 4095.0f + (15.5f / 16.0f); // This matches hardware tests - depth is clamped when this flag is on. if constexpr (depthClamp) { // Note: if the depth is clipped (z/w <= -1.0), the outside_range_flag should NOT be set, even for x and y. if ((alwaysCheckRange || coords.z > -coords.w) && (scaled.x >= SCREEN_BOUND || scaled.y >= SCREEN_BOUND || scaled.x < 0 || scaled.y < 0)) { *outside_range_flag = true; } if (scaled.z < 0.f) scaled.z = 0.f; else if (scaled.z > 65535.0f) scaled.z = 65535.0f; } else if (scaled.x > SCREEN_BOUND || scaled.y >= SCREEN_BOUND || scaled.x < 0 || scaled.y < 0 || scaled.z < 0.0f || scaled.z >= 65536.0f) { *outside_range_flag = true; } // 16 = 0xFFFF / 4095.9375 static_assert(SCREEN_SCALE_FACTOR == 16, "Currently only supports scale 16"); int x = (int)floorf(scaled.x * 16.0f) - gstate.getOffsetX16(); int y = (int)floorf(scaled.y * 16.0f) - gstate.getOffsetY16(); return ScreenCoords(x, y, scaled.z); } static inline ScreenCoords ClipToScreenInternal(const ClipCoords &coords, bool *outside_range_flag) { // Parameters here can seem invalid, but the PSP is fine with negative viewport widths etc. // The checking that OpenGL and D3D do is actually quite superflous as the calculations still "work" // with some pretty crazy inputs, which PSP games are happy to do at times. 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 = GEViewport(coords.x, coords.w, xScale, xCenter); float y = GEViewport(coords.y, coords.w, yScale, yCenter); float z = GEScreenZ(coords.z, coords.w, zScale, zCenter); if (gstate.isDepthClipEnabled()) { return ClipToScreenInternal(Vec3f(x, y, z), coords, outside_range_flag); } return ClipToScreenInternal(Vec3f(x, y, z), coords, outside_range_flag); } ScreenCoords TransformUnit::ClipToScreen(const ClipCoords &coords, bool *outsideRangeFlag) { return ClipToScreenInternal(coords, outsideRangeFlag); } // Near plane clipping (gpu/probe exp43-46): from the inside vertex, t = d_in / (d_in - d_out) with // d = z + w, using the GE's reciprocal, and each coordinate is in + t * (out - in), all in float24 math. float TransformUnit::NearPlaneT(const ClipCoords &in, const ClipCoords &out) { const float dIn = GEAdd(in.z, in.w); const float dOut = GEAdd(out.z, out.w); const float den = TruncateToFloat24(GEAdd(dIn, -dOut)); return ProductToFloat24((double)TruncateToFloat24(dIn) * GERecip(den)); } ClipCoords TransformUnit::NearPlanePoint(const ClipCoords &in, const ClipCoords &out, float t) { ClipCoords result; for (int c = 0; c < 4; ++c) { const float delta = TruncateToFloat24(GEAdd(out[c], -in[c])); result[c] = TruncateToFloat24(GEAdd(ProductToFloat24((double)t * delta), in[c])); } return result; } ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords &coords, u16 z) { ScreenCoords ret; ret.x = (u32)coords.x * SCREEN_SCALE_FACTOR; ret.y = (u32)coords.y * SCREEN_SCALE_FACTOR; ret.z = z; return ret; } enum class MatrixMode { POS_TO_CLIP = 1, WORLD_TO_CLIP = 2, }; struct TransformState { Lighting::State lightingState; float matrix[16]; Vec4f posToFog; // With finite fog parameters, the GE's own arithmetic (gpu/probe exp20): the view z as a row of the // combined world-view matrix, then float24(GEAdd(z, end) * slope). bool fogGE; float viewZColumn[4]; float fogEnd; float fogSlope; Vec3f screenScale; Vec3f screenAdd; ScreenCoords(*roundToScreen)(Vec3f scaled, const ClipCoords &coords, bool *outside_range_flag); struct { bool enableTransform : 1; bool enableLighting : 1; bool enableFog : 1; bool readUV : 1; bool negateNormals : 1; uint8_t uvGenMode : 2; uint8_t matrixMode : 2; }; // The UV scale and offset, applied in ReadVertex with the GE's arithmetic (the vertex decoder leaves // them out then, see UsesGEUVScale). bool geUVScale; float uvScale[2]; float uvOffset[2]; }; // UV gen mode 0 in transform mode: u * scale + offset as the GE computes it (gpu/probe exp66). static bool UsesGEUVScale(u32 vertexType) { return (vertexType & GE_VTYPE_THROUGH_MASK) == 0 && gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_COORDS; } void ComputeTransformState(TransformState *state, const VertexReader &vreader) { state->enableTransform = !vreader.isThrough(); state->enableLighting = gstate.isLightingEnabled(); state->enableFog = gstate.isFogEnabled(); state->readUV = !gstate.isModeClear() && gstate.isTextureMapEnabled() && vreader.hasUV(); state->geUVScale = !vreader.isThrough() && gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_COORDS; state->uvScale[0] = TruncateToFloat24(getFloat24(gstate.texscaleu)); state->uvScale[1] = TruncateToFloat24(getFloat24(gstate.texscalev)); state->uvOffset[0] = TruncateToFloat24(getFloat24(gstate.texoffsetu)); state->uvOffset[1] = TruncateToFloat24(getFloat24(gstate.texoffsetv)); state->negateNormals = gstate.areNormalsReversed(); state->uvGenMode = gstate.getUVGenMode(); if (state->uvGenMode == GE_TEXMAP_UNKNOWN) state->uvGenMode = GE_TEXMAP_TEXTURE_COORDS; if (state->enableTransform) { bool canSkipWorldPos = true; if (state->enableLighting) { Lighting::ComputeState(&state->lightingState, vreader.hasColor0()); canSkipWorldPos = !state->lightingState.usesWorldPos; } else { state->lightingState.usesWorldNormal = state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP; } if (state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) { // Shade mapping uses the light vector as lighting sees it, which depends on position for other lights. if (!gstate.isDirectionalLight(gstate.getUVLS0()) || !gstate.isDirectionalLight(gstate.getUVLS1())) { canSkipWorldPos = false; } } // The viewer direction (see PSPViewDirection), normalized like the GE does. Vec3f viewDir(gstate.viewMatrix[2], gstate.viewMatrix[5], gstate.viewMatrix[8]); if (GENormalize(viewDir) == 0.0f) viewDir = Vec3f(0.0f, 0.0f, 1.0f); state->lightingState.viewDir = viewDir; float world[16]; float view[16]; float worldview[16]; ConvertMatrix4x3To4x4(view, gstate.viewMatrix); ConvertMatrix4x3To4x4(world, gstate.worldMatrix); GECombineMatrices(worldview, world, view); // Clip coordinates always come from the model position and the matrices combined like the GE does // it, in the order (world * view) * projection. The world position is only needed for lighting. state->matrixMode = (uint8_t)(canSkipWorldPos ? MatrixMode::POS_TO_CLIP : MatrixMode::WORLD_TO_CLIP); GECombineMatrices(state->matrix, worldview, gstate.projMatrix); if (state->enableFog) { float fogEnd = getFloat24(gstate.fog1); float fogSlope = getFloat24(gstate.fog2); // We bake fog end and slope into the dot product. state->posToFog = Vec4f(worldview[2], worldview[6], worldview[10], worldview[14] + fogEnd); state->fogGE = !my_isnanorinf(fogEnd) && !my_isnanorinf(fogSlope); for (int i = 0; i < 4; ++i) state->viewZColumn[i] = worldview[2 + 4 * i]; state->fogEnd = TruncateToFloat24(fogEnd); state->fogSlope = TruncateToFloat24(fogSlope); // If either are NAN/INF, we simplify so there's no inf + -inf muddying things. // This is required for Outrun to render proper skies, for example. // The PSP treats these exponents as if they were valid. if (my_isnanorinf(fogEnd)) { bool sign = std::signbit(fogEnd); // The multiply would reverse it if it wasn't infinity (doesn't matter if it's infnan.) if (std::signbit(fogSlope)) sign = !sign; // Also allow a multiply by zero (slope) to result in zero, regardless of sign. // Act like it was negative and clamped to zero. if (fogSlope == 0.0f) sign = true; // Since this is constant for the entire draw, we don't even use infinity. float forced = sign ? 0.0f : 1.0f; state->posToFog = Vec4f(0.0f, 0.0f, 0.0f, forced); } else if (my_isnanorinf(fogSlope)) { // We can't have signs differ with infinities, so we use a large value. // Anything outside [0, 1] will clamp, so this essentially forces extremes. fogSlope = std::signbit(fogSlope) ? -262144.0f : 262144.0f; state->posToFog *= fogSlope; } else { state->posToFog *= fogSlope; } } state->screenScale = Vec3f(gstate.getViewportXScale(), gstate.getViewportYScale(), gstate.getViewportZScale()); state->screenAdd = Vec3f(gstate.getViewportXCenter(), gstate.getViewportYCenter(), gstate.getViewportZCenter()); } if (gstate.isDepthClipEnabled()) state->roundToScreen = &ClipToScreenInternal; else state->roundToScreen = &ClipToScreenInternal; } #if defined(_M_SSE) #if defined(__GNUC__) || defined(__clang__) || defined(__INTEL_COMPILER) [[gnu::target("sse4.1")]] #endif static inline __m128 Dot43SSE4(__m128 a, __m128 b) { __m128 multiplied = _mm_mul_ps(a, _mm_insert_ps(b, _mm_set1_ps(1.0f), 0x30)); __m128 lanes3311 = _mm_movehdup_ps(multiplied); __m128 partial = _mm_add_ps(multiplied, lanes3311); return _mm_add_ss(partial, _mm_movehl_ps(lanes3311, partial)); } #endif static inline float Dot43(const Vec4f &a, const Vec3f &b) { #if defined(_M_SSE) && !PPSSPP_ARCH(X86) if (cpu_info.bSSE4_1) return _mm_cvtss_f32(Dot43SSE4(a.vec, b.vec)); #elif PPSSPP_ARCH(ARM64_NEON) float32x4_t multipled = vmulq_f32(a.vec, vsetq_lane_f32(1.0f, b.vec, 3)); float32x2_t add1 = vget_low_f32(vpaddq_f32(multipled, multipled)); float32x2_t add2 = vpadd_f32(add1, add1); return vget_lane_f32(add2, 0); #endif return Dot(a, Vec4f(b, 1.0f)); } ClipVertexData TransformUnit::ReadVertex(const VertexReader &vreader, const TransformState &state) { PROFILE_THIS_SCOPE("read_vert"); // If we ever thread this, we'll have to change this. ClipVertexData vertex; ModelCoords pos; vreader.ReadPosThrough(pos.AsArray()); static Vec3Packedf lastTC; if (state.readUV) { vreader.ReadUV(vertex.v.texturecoords.AsArray()); vertex.v.texturecoords.q() = 0.0f; if (state.geUVScale) { // The decoder only normalized them (8 and 16 bit UVs are unsigned). for (int i = 0; i < 2; ++i) { const float scaled = ProductToFloat24((double)TruncateToFloat24(vertex.v.texturecoords[i]) * state.uvScale[i]); vertex.v.texturecoords[i] = TruncateToFloat24(GEAdd(scaled, state.uvOffset[i])); } } lastTC = vertex.v.texturecoords; } else { vertex.v.texturecoords = lastTC; } static Vec3f lastnormal; if (vreader.hasNormal()) vreader.ReadNrm(lastnormal.AsArray()); Vec3f normal = lastnormal; if (state.negateNormals) normal = -normal; if (vreader.hasColor0()) { vertex.v.color0 = vreader.ReadColor0_8888(); } else { vertex.v.color0 = gstate.getMaterialAmbientRGBA(); } vertex.v.color1 = 0; if (state.enableTransform) { // Clip coordinates with the GE's precision; the Test Drive map depends on it together with the // depth math below (#12786). { for (int c = 0; c < 4; ++c) { vertex.clippos[c] = GEClipComponent(pos, state.matrix, c); } } Vec3f screenScaled; screenScaled.x = GEViewport(vertex.clippos.x, vertex.clippos.w, state.screenScale.x, state.screenAdd.x); screenScaled.y = GEViewport(vertex.clippos.y, vertex.clippos.w, state.screenScale.y, state.screenAdd.y); screenScaled.z = GEScreenZ(vertex.clippos.z, vertex.clippos.w, state.screenScale.z, state.screenAdd.z); bool outside_range_flag = false; vertex.v.screenpos = state.roundToScreen(screenScaled, vertex.clippos, &outside_range_flag); if (outside_range_flag) { // We use this, essentially, as the flag. vertex.v.screenpos.x = 0x7FFFFFFF; return vertex; } if (state.enableFog && state.fogGE) { GERowTerm terms[4] = { GEProduct(TruncateToFloat24(pos.x), state.viewZColumn[0]), GEProduct(TruncateToFloat24(pos.y), state.viewZColumn[1]), GEProduct(TruncateToFloat24(pos.z), state.viewZColumn[2]), GEProduct(1.0f, state.viewZColumn[3]), }; const float viewZ = GERowSum(terms, 4); const float f = ProductToFloat24((double)TruncateToFloat24(GEAdd(viewZ, state.fogEnd)) * state.fogSlope); vertex.v.fogdepth = GEFogFactor(f) * (1.0f / 256.0f); } else if (state.enableFog) { vertex.v.fogdepth = GEFogFactor(Dot43(state.posToFog, pos)) * (1.0f / 256.0f); } else { vertex.v.fogdepth = 1.0f; } vertex.v.clipw = vertex.clippos.w; // The normal stays as the world matrix leaves it: lighting scales its dot products by the // reciprocal length instead (gpu/probe exp3, world matrix cases). Vec3 worldnormal; float normalRsqrt = 1.0f; if (state.lightingState.usesWorldNormal) { worldnormal = TransformUnit::ModelToWorldNormal(normal); const float len2 = GEDot(worldnormal, worldnormal); if (len2 > 0.0f && std::isfinite(len2)) { normalRsqrt = GERsqrt(len2); } else if (len2 != 0.0f) { worldnormal = Vec3f(0.0f, 0.0f, 1.0f); } // A zero normal stays zero: no diffuse or specular from any light (gpu/probe exp173; SOCOM // UCES01242 has meshes without normals but lit). } // Time to generate some texture coords. Lighting will handle shade mapping. if (state.uvGenMode == GE_TEXMAP_TEXTURE_MATRIX) { Vec3f source; switch (gstate.getUVProjMode()) { case GE_PROJMAP_POSITION: source = pos; break; case GE_PROJMAP_UV: source = Vec3f(vertex.v.texturecoords.uv(), 0.0f); break; case GE_PROJMAP_NORMALIZED_NORMAL: // This does not use 0, 0, 1 if length is zero. source = normal; GENormalize(source); break; case GE_PROJMAP_NORMAL: source = normal; break; } // Note that UV scale/offset are not used in this mode. vertex.v.texturecoords = Vec3Packedf(GETexGenComponent(source, gstate.tgenMatrix, 0), GETexGenComponent(source, gstate.tgenMatrix, 1), GETexGenComponent(source, gstate.tgenMatrix, 2)); } else if (state.uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) { Lighting::GenerateLightST(vertex.v, pos, worldnormal, normalRsqrt, state.lightingState.viewDir); } PROFILE_THIS_SCOPE("light"); if (state.enableLighting) Lighting::Process(vertex.v, pos, worldnormal, normalRsqrt, state.lightingState); } else { vertex.v.screenpos.x = (int)(pos[0] * SCREEN_SCALE_FACTOR); vertex.v.screenpos.y = (int)(pos[1] * SCREEN_SCALE_FACTOR); vertex.v.screenpos.z = pos[2]; vertex.v.clipw = 1.0f; vertex.v.fogdepth = 1.0f; } return vertex; } void TransformUnit::SetDirty(SoftDirty flags) { binner_->SetDirty(flags); } SoftDirty TransformUnit::GetDirty() { return binner_->GetDirty(); } static float ReadRawComponent(const u8 *p, int fmt, int i) { switch (fmt) { case 1: return ((const s8 *)p)[i] * (1.0f / 128.0f); case 2: { s16 v; memcpy(&v, p + 2 * i, 2); return v * (1.0f / 32768.0f); } case 3: { float v; memcpy(&v, p + 4 * i, 4); return v; } default: return 0.0f; } } static float ReadRawWeight(const u8 *p, int fmt, int i) { switch (fmt) { case 1: return p[i] * (1.0f / 128.0f); case 2: { u16 v; memcpy(&v, p + 2 * i, 2); return v * (1.0f / 32768.0f); } case 3: { float v; memcpy(&v, p + 4 * i, 4); return v; } default: return 0.0f; } } // One morphed component as the GE computes it (gpu/probe exp67, exp107): each frame's value times its // weight as a float24, summed in frame order with the GE's adder. template static float GEMorphComponent(const VertexDecoder &dec, const u8 *in, int off, int c, Read read) { float acc = 0.0f; for (int k = 0; k < dec.morphcount; ++k) { const float v = TruncateToFloat24(read(in + k * dec.onesize_ + off, c)); const float w = TruncateToFloat24(gstate_c.morphWeights[k]); const float term = v == 0.0f || w == 0.0f ? 0.0f : ProductToFloat24((double)v * w); if (term != 0.0f) acc = acc == 0.0f ? term : TruncateToFloat24(GEAdd(acc, term)); } return acc; } // Skinning as the GE does it (gpu/probe exp68, exp70, exp71, bit exact): each bone matrix is scaled by // its weight, every entry a float24 product, and one accumulator then runs through all the bones in // order, adding each bone's translation, then x, y and z times its column, with the GE's adder. // Normals the same without the translation. With morph targets, the morph comes first, weights included // (gpu/probe exp108). Overwrites what the vertex decoder skinned in float. static void ApplyGESkinning(u8 *decoded, const VertexDecoder &dec, const u8 *raw, int count) { const DecVtxFormat &fmt = dec.GetDecVtxFmt(); const int nweights = dec.nweights; for (int v = 0; v < count; ++v) { const u8 *in = raw + v * dec.VertexSize(); u8 *out = decoded + v * fmt.stride; auto component = [&](int off, int c, auto read) { return dec.morphcount > 1 ? GEMorphComponent(dec, in, off, c, read) : read(in + off, c); }; float bones[8][12]; for (int b = 0; b < nweights; ++b) { const float w = TruncateToFloat24(component(dec.weightoff, b, [&](const u8 *p, int i) { return ReadRawWeight(p, dec.weighttype, i); })); for (int k = 0; k < 12; ++k) { const float m = gstate.boneMatrix[b * 12 + k]; bones[b][k] = m == 0.0f || w == 0.0f ? 0.0f : ProductToFloat24((double)TruncateToFloat24(m) * w); } } auto skin = [&](const float src[3], bool translate, float dst[3]) { for (int c = 0; c < 3; ++c) { float acc = 0.0f; auto add = [&](float term) { if (term != 0.0f) acc = acc == 0.0f ? TruncateToFloat24(term) : TruncateToFloat24(GEAdd(acc, term)); }; for (int b = 0; b < nweights; ++b) { if (translate) add(bones[b][9 + c]); for (int j = 0; j < 3; ++j) add(GEProduct(TruncateToFloat24(src[j]), bones[b][j * 3 + c]).Value()); } dst[c] = acc; } }; if (dec.pos) { float pos[3], skinned[3]; for (int i = 0; i < 3; ++i) pos[i] = component(dec.posoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.pos, c); }); skin(pos, true, skinned); memcpy(out + fmt.posoff, skinned, sizeof(skinned)); } if (dec.nrm && fmt.nrmfmt == DEC_FLOAT_3) { float nrm[3], skinned[3]; for (int i = 0; i < 3; ++i) nrm[i] = component(dec.nrmoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.nrm, c); }); skin(nrm, false, skinned); memcpy(out + fmt.nrmoff, skinned, sizeof(skinned)); } } } // A vertex color channel (0 r, 1 g, 2 b, 3 a) expanded to 8 bits. static float ReadRawColorChannel(const u8 *p, int fmt, int c) { u16 v16; memcpy(&v16, p, 2); switch (fmt) { case GE_VTYPE_COL_565 >> GE_VTYPE_COL_SHIFT: { const u32 c8 = RGB565ToRGBA8888(v16); return (float)((c8 >> (8 * c)) & 0xFF); } case GE_VTYPE_COL_5551 >> GE_VTYPE_COL_SHIFT: { const u32 c8 = RGBA5551ToRGBA8888(v16); return (float)((c8 >> (8 * c)) & 0xFF); } case GE_VTYPE_COL_4444 >> GE_VTYPE_COL_SHIFT: { const u32 c8 = RGBA4444ToRGBA8888(v16); return (float)((c8 >> (8 * c)) & 0xFF); } case GE_VTYPE_COL_8888 >> GE_VTYPE_COL_SHIFT: return (float)p[c]; default: return 0.0f; } } // Morphing as the GE does it (gpu/probe exp67, exp107): each frame's value times its weight as a // float24, summed in frame order with the GE's adder. Positions and normals as read; UVs too (8 and // 16 bit ones unsigned); colors per channel expanded to 8 bits, the sum floored. Overwrites the // decoder's float result. static void ApplyGEMorph(u8 *decoded, const VertexDecoder &dec, const u8 *raw, int count) { const DecVtxFormat &fmt = dec.GetDecVtxFmt(); auto morphWith = [&](const u8 *in, int off, int n, float *dst, auto read) { for (int c = 0; c < n; ++c) dst[c] = GEMorphComponent(dec, in, off, c, read); }; auto morph = [&](const u8 *in, int off, int cfmt, float dst[3]) { morphWith(in, off, 3, dst, [&](const u8 *p, int c) { return ReadRawComponent(p, cfmt, c); }); }; for (int v = 0; v < count; ++v) { const u8 *in = raw + v * dec.VertexSize(); u8 *out = decoded + v * fmt.stride; float r[3]; if (dec.pos) { morph(in, dec.posoff, dec.pos, r); memcpy(out + fmt.posoff, r, sizeof(r)); } if (dec.nrm && fmt.nrmfmt == DEC_FLOAT_3) { morph(in, dec.nrmoff, dec.nrm, r); memcpy(out + fmt.nrmoff, r, sizeof(r)); } if (dec.tc && fmt.uvfmt == DEC_FLOAT_2) { float uv[2]; morphWith(in, dec.tcoff, 2, uv, [&](const u8 *p, int c) { return ReadRawWeight(p, dec.tc, c); }); memcpy(out + fmt.uvoff, uv, sizeof(uv)); } if (dec.col && fmt.c0fmt == DEC_U8_4) { float ch[4]; morphWith(in, dec.coloff, 4, ch, [&](const u8 *p, int c) { return ReadRawColorChannel(p, dec.col, c); }); for (int c = 0; c < 4; ++c) out[fmt.c0off + c] = (u8)std::clamp((int)std::floor(ch[c]), 0, 255); } } } class SoftwareVertexReader { public: SoftwareVertexReader(u8 *base, VertexDecoder &vdecoder, u32 vertex_type, int vertex_count, const void *vertices, const void *indices, const TransformState &transformState, TransformUnit &transform) : vreader_(base, vdecoder.GetDecVtxFmt(), vertex_type), conv_(vertex_type, indices), transformState_(transformState), transform_(transform) { useIndices_ = indices != nullptr; lowerBound_ = 0; upperBound_ = vertex_count == 0 ? 0 : vertex_count - 1; if (useIndices_) GetIndexBounds(indices, vertex_count, vertex_type, &lowerBound_, &upperBound_); if (vertex_count != 0) { const int count = upperBound_ - lowerBound_ + 1; const UVScale uvScale = UsesGEUVScale(vertex_type) ? UVScale{ 1.0f, 1.0f, 0.0f, 0.0f } : LoadUVScaleOffset(gstate); vdecoder.DecodeVerts(base, (const u8 *)vertices + vdecoder.VertexSize() * lowerBound_, &uvScale, count); const u8 *raw = (const u8 *)vertices + vdecoder.VertexSize() * lowerBound_; if (vdecoder.morphcount > 1 && !vdecoder.throughmode) ApplyGEMorph(base, vdecoder, raw, count); if (vdecoder.weighttype != 0 && !vdecoder.throughmode) ApplyGESkinning(base, vdecoder, raw, count); } // If we're only using a subset of verts, it's better to decode with random access (usually.) // However, if we're reusing a lot of verts, we should read and cache them. useCache_ = useIndices_ && vertex_count > (upperBound_ - lowerBound_ + 1); if (useCache_ && (int)cached_.size() < upperBound_ - lowerBound_ + 1) cached_.resize(std::max(128, upperBound_ - lowerBound_ + 1)); } const VertexReader &GetVertexReader() const { return vreader_; } bool IsThrough() const { return vreader_.isThrough(); } void UpdateCache() { if (!useCache_) return; for (int i = 0; i < upperBound_ - lowerBound_ + 1; ++i) { vreader_.Goto(i); cached_[i] = transform_.ReadVertex(vreader_, transformState_); } } inline ClipVertexData Read(int vtx) { if (useIndices_) { if (useCache_) { return cached_[conv_(vtx) - lowerBound_]; } vreader_.Goto(conv_(vtx) - lowerBound_); } else { vreader_.Goto(vtx); } return transform_.ReadVertex(vreader_, transformState_); }; protected: VertexReader vreader_; const IndexConverter conv_; const TransformState &transformState_; TransformUnit &transform_; uint16_t lowerBound_; uint16_t upperBound_; static std::vector cached_; bool useIndices_ = false; bool useCache_ = false; }; // Static to reduce allocations mid-frame. std::vector SoftwareVertexReader::cached_; void TransformUnit::SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine) { VertexDecoder &vdecoder = *drawEngine->FindVertexDecoder(vertex_type); if (bytesRead) *bytesRead = vertex_count * vdecoder.VertexSize(); // Frame skipping. if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) { return; } // Vertices without position are just entirely culled. // Note: Throughmode does draw 8-bit primitives, but positions are always zero - handled in decode. if ((vertex_type & GE_VTYPE_POS_MASK) == 0) return; static TransformState transformState; SoftwareVertexReader vreader(decoded_, vdecoder, vertex_type, vertex_count, vertices, indices, transformState, *this); if (prim_type != GE_PRIM_KEEP_PREVIOUS) { data_index_ = 0; prev_prim_ = prim_type; } else { prim_type = prev_prim_; } binner_->UpdateState(); hasDraws_ = true; if (binner_->HasDirty(SoftDirty::LIGHT_ALL | SoftDirty::TRANSFORM_ALL)) { ComputeTransformState(&transformState, vreader.GetVertexReader()); binner_->ClearDirty(SoftDirty::LIGHT_ALL | SoftDirty::TRANSFORM_ALL); } vreader.UpdateCache(); bool skipCull = !gstate.isCullEnabled() || gstate.isModeClear(); const CullType cullType = skipCull ? CullType::OFF : (gstate.getCullMode() ? CullType::CCW : CullType::CW); if (vreader.IsThrough() && cullType == CullType::OFF && prim_type == GE_PRIM_TRIANGLES && data_index_ == 0 && vertex_count >= 6 && ((vertex_count) % 6) == 0) { // Some games send rectangles as a series of regular triangles. // We look for this, but only in throughmode. ClipVertexData buf[6]; // Could start at data_index_ and copy to buf, but there's little reason. int buf_index = 0; _assert_(data_index_ == 0); for (int vtx = 0; vtx < vertex_count; ++vtx) { buf[buf_index++] = vreader.Read(vtx); if (buf_index < 6) continue; int tl = -1, br = -1; if (Rasterizer::DetectRectangleFromPair(binner_->State(), buf, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), buf[tl].v, buf[br].v)) { Clipper::ProcessRect(buf[tl], buf[br], *binner_); } else { SendTriangle(cullType, &buf[0]); SendTriangle(cullType, &buf[3]); } buf_index = 0; } if (buf_index >= 3) { SendTriangle(cullType, &buf[0]); data_index_ = 0; for (int i = 3; i < buf_index; ++i) { data_[data_index_++] = buf[i]; } } else if (buf_index > 0) { for (int i = 0; i < buf_index; ++i) { data_[i] = buf[i]; } data_index_ = buf_index; } else { data_index_ = 0; } return; } // Note: intentionally, these allow for the case of vertex_count == 0, but data_index_ > 0. // This is used for immediate-mode primitives. switch (prim_type) { case GE_PRIM_POINTS: for (int i = 0; i < data_index_; ++i) Clipper::ProcessPoint(data_[i], *binner_); data_index_ = 0; for (int vtx = 0; vtx < vertex_count; ++vtx) { data_[0] = vreader.Read(vtx); Clipper::ProcessPoint(data_[0], *binner_); } break; case GE_PRIM_LINES: for (int i = 0; i < data_index_ - 1; i += 2) Clipper::ProcessLine(data_[i + 0], data_[i + 1], *binner_); data_index_ &= 1; for (int vtx = 0; vtx < vertex_count; ++vtx) { data_[data_index_++] = vreader.Read(vtx); if (data_index_ == 2) { Clipper::ProcessLine(data_[0], data_[1], *binner_); data_index_ = 0; } } break; case GE_PRIM_TRIANGLES: for (int vtx = 0; vtx < vertex_count; ++vtx) { data_[data_index_++] = vreader.Read(vtx); if (data_index_ < 3) { // Keep reading. Note: an incomplete prim will stay read for GE_PRIM_KEEP_PREVIOUS. continue; } // Okay, we've got enough verts. Reset the index for next time. data_index_ = 0; SendTriangle(cullType, &data_[0]); } // In case vertex_count was 0. if (data_index_ >= 3) { SendTriangle(cullType, &data_[0]); data_index_ = 0; } break; case GE_PRIM_RECTANGLES: for (int vtx = 0; vtx < vertex_count; ++vtx) { data_[data_index_++] = vreader.Read(vtx); if (data_index_ == 4 && vreader.IsThrough() && cullType == CullType::OFF) { if (Rasterizer::DetectRectangleThroughModeSlices(binner_->State(), data_)) { data_[1] = data_[3]; data_index_ = 2; } } if (data_index_ == 4) { Clipper::ProcessRect(data_[0], data_[1], *binner_); Clipper::ProcessRect(data_[2], data_[3], *binner_); data_index_ = 0; } } if (data_index_ >= 2) { Clipper::ProcessRect(data_[0], data_[1], *binner_); data_index_ -= 2; } break; case GE_PRIM_LINE_STRIP: { // Don't draw a line when loading the first vertex. // If data_index_ is 1 or 2, etc., it means we're continuing a line strip. int skip_count = data_index_ == 0 ? 1 : 0; for (int vtx = 0; vtx < vertex_count; ++vtx) { data_[(data_index_++) & 1] = vreader.Read(vtx); if (skip_count) { --skip_count; } else { // We already incremented data_index_, so data_index_ & 1 is previous one. Clipper::ProcessLine(data_[data_index_ & 1], data_[(data_index_ & 1) ^ 1], *binner_); } } // If this is from immediate-mode drawing, we always had one new vert (already in data_.) if (isImmDraw_ && data_index_ >= 2) Clipper::ProcessLine(data_[data_index_ & 1], data_[(data_index_ & 1) ^ 1], *binner_); break; } case GE_PRIM_TRIANGLE_STRIP: { // Don't draw a triangle when loading the first two vertices. int skip_count = data_index_ >= 2 ? 0 : 2 - data_index_; int start_vtx = 0; // If index count == 4, check if we can convert to a rectangle. // This is for Darkstalkers (and should speed up many 2D games). if (data_index_ == 0 && vertex_count >= 4 && (vertex_count & 1) == 0 && cullType == CullType::OFF) { for (int base = 0; base < vertex_count - 2; base += 2) { for (int vtx = base == 0 ? 0 : 2; vtx < 4; ++vtx) { data_[vtx] = vreader.Read(base + vtx); } // If a strip is effectively a rectangle, draw it as such! int tl = -1, br = -1; if (Rasterizer::DetectRectangleFromStrip(binner_->State(), data_, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), data_[tl].v, data_[br].v)) { Clipper::ProcessRect(data_[tl], data_[br], *binner_); start_vtx += 2; skip_count = 2; if (base + 4 >= vertex_count) { start_vtx = vertex_count; break; } // Just copy the first two so we can detect easier. // TODO: Maybe should give detection two halves? data_[0] = data_[2]; data_[1] = data_[3]; data_index_ = 2; } else { // Go into triangle mode. Unfortunately, we re-read the verts. break; } } } for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) { int provoking_index = (data_index_++) % 3; data_[provoking_index] = vreader.Read(vtx); --skip_count; ++start_vtx; } for (int vtx = start_vtx; vtx < vertex_count; ++vtx) { int provoking_index = (data_index_++) % 3; data_[provoking_index] = vreader.Read(vtx); int wind = (data_index_ - 1) % 2; CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind); // Odd triangles reach us in the opposite order from the GE's (gpu/probe exp45). SendTriangle(altCullType, &data_[0], provoking_index, wind != 0); } // If this is from immediate-mode drawing, we always had one new vert (already in data_.) if (isImmDraw_ && data_index_ >= 3) { int provoking_index = (data_index_ - 1) % 3; int wind = (data_index_ - 1) % 2; CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind); // Odd triangles reach us in the opposite order from the GE's (gpu/probe exp45). SendTriangle(altCullType, &data_[0], provoking_index, wind != 0); } break; } case GE_PRIM_TRIANGLE_FAN: { // Don't draw a triangle when loading the first two vertices. // (this doesn't count the central one.) int skip_count = data_index_ <= 1 ? 1 : 0; int start_vtx = 0; // Only read the central vertex if we're not continuing. if (data_index_ == 0 && vertex_count > 0) { data_[0] = vreader.Read(0); data_index_++; start_vtx = 1; } if (data_index_ == 1 && vertex_count == 4 && cullType == CullType::OFF) { for (int vtx = start_vtx; vtx < vertex_count; ++vtx) { data_[vtx] = vreader.Read(vtx); } int tl = -1, br = -1; if (Rasterizer::DetectRectangleFromFan(binner_->State(), data_, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), data_[tl].v, data_[br].v)) { Clipper::ProcessRect(data_[tl], data_[br], *binner_); break; } } for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) { int provoking_index = 2 - ((data_index_++) % 2); data_[provoking_index] = vreader.Read(vtx); --skip_count; ++start_vtx; } for (int vtx = start_vtx; vtx < vertex_count; ++vtx) { int provoking_index = 2 - ((data_index_++) % 2); data_[provoking_index] = vreader.Read(vtx); int wind = (data_index_ - 1) % 2; CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind); // Odd triangles reach us in the opposite order from the GE's (gpu/probe exp45). SendTriangle(altCullType, &data_[0], provoking_index, wind != 0); } // If this is from immediate-mode drawing, we always had one new vert (already in data_.) if (isImmDraw_ && data_index_ >= 3) { int wind = (data_index_ - 1) % 2; int provoking_index = 2 - wind; CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind); SendTriangle(altCullType, &data_[0], provoking_index, wind != 0); } break; } default: ERROR_LOG(Log::G3D, "Unexpected prim type: %d", prim_type); break; } } void TransformUnit::SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngine *drawEngine) { // Where we put it is different for STRIP/FAN types. switch (prev_prim_) { case GE_PRIM_POINTS: case GE_PRIM_LINES: case GE_PRIM_TRIANGLES: case GE_PRIM_RECTANGLES: // This is the easy one. SubmitPrimitive resets data_index_. data_[data_index_++] = vert; break; case GE_PRIM_LINE_STRIP: // This one alternates, and data_index_ > 0 means it draws a segment. data_[(data_index_++) & 1] = vert; break; case GE_PRIM_TRIANGLE_STRIP: data_[(data_index_++) % 3] = vert; break; case GE_PRIM_TRIANGLE_FAN: if (data_index_ == 0) { data_[data_index_++] = vert; } else { int provoking_index = 2 - ((data_index_++) % 2); data_[provoking_index] = vert; } break; default: _assert_msg_(false, "Invalid prim type: %d", (int)prev_prim_); break; } // Hm, shouldn't we mask away the position bits of the vertType? uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode()); // This now processes the step with shared logic, given the existing data_. isImmDraw_ = true; SubmitPrimitive(nullptr, nullptr, GE_PRIM_KEEP_PREVIOUS, 0, vertTypeID, nullptr, drawEngine); isImmDraw_ = false; } void TransformUnit::SendTriangle(CullType cullType, const ClipVertexData *verts, int provoking, bool orderReversed) { if (cullType == CullType::OFF) { Clipper::ProcessTriangle(verts[0], verts[1], verts[2], verts[provoking], *binner_, orderReversed); Clipper::ProcessTriangle(verts[2], verts[1], verts[0], verts[provoking], *binner_, !orderReversed); } else if (cullType == CullType::CW) { Clipper::ProcessTriangle(verts[2], verts[1], verts[0], verts[provoking], *binner_, !orderReversed); } else { Clipper::ProcessTriangle(verts[0], verts[1], verts[2], verts[provoking], *binner_, orderReversed); } } void TransformUnit::Flush(GPUCommon *common, const char *reason) { if (!hasDraws_) return; binner_->Flush(reason); common->NotifyFlush(); hasDraws_ = false; } void TransformUnit::GetStats(StringWriter &w) { // TODO: More stats? binner_->GetStats(w); } void TransformUnit::FlushIfOverlap(GPUCommon *common, const char *reason, bool modifying, uint32_t addr, uint32_t stride, uint32_t w, uint32_t h) { if (!hasDraws_) return; if (binner_->HasPendingWrite(addr, stride, w, h)) Flush(common, reason); if (modifying && binner_->HasPendingRead(addr, stride, w, h)) Flush(common, reason); } void TransformUnit::NotifyClutUpdate(const void *src) { binner_->UpdateClut(src); }