// 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 #include #include #include #include "Common/Common.h" #include #include #include "Common/Math/CrossSIMD.h" #include "Common/Profiler/Profiler.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/DrawEngineCommon.h" #include "GPU/Common/SoftwareTransformCommon.h" #include "GPU/ge_constants.h" #include "GPU/GPUState.h" // only needed for UVScale stuff #include "GPU/Software/GEMath.h" class SimpleBufferManager { private: u8 *buf_; size_t totalSize, maxSize_; public: SimpleBufferManager(u8 *buf, size_t maxSize) : buf_(buf), totalSize(0), maxSize_(maxSize) {} u8 *Allocate(size_t size) { size = (size + 15) & ~15; // Align for 16 bytes if ((totalSize + size) > maxSize_) return nullptr; // No more memory size_t tmp = totalSize; totalSize += size; return buf_ + tmp; } }; namespace Spline { static void CopyQuadIndex(u16 *&indices, GEPatchPrimType type, const int idx0, const int idx1, const int idx2, const int idx3) { if (type == GE_PATCHPRIM_LINES) { // A zigzag per quad: left edge down, the diagonal up to the top right, right edge down (gpu/probe exp175, // exact: line colors and lit start pixels show the directions, and overlapping pixels the order). *(indices++) = idx0; *(indices++) = idx2; *(indices++) = idx2; *(indices++) = idx1; *(indices++) = idx1; *(indices++) = idx3; } else { *(indices++) = idx0; *(indices++) = idx2; *(indices++) = idx1; *(indices++) = idx1; *(indices++) = idx2; *(indices++) = idx3; } } void BuildIndex(u16 *indices, int &count, int num_u, int num_v, GEPatchPrimType prim_type, int total) { for (int v = 0; v < num_v; ++v) { for (int u = 0; u < num_u; ++u) { int idx0 = v * (num_u + 1) + u + total; // Top left int idx2 = (v + 1) * (num_u + 1) + u + total; // Bottom left CopyQuadIndex(indices, prim_type, idx0, idx0 + 1, idx2, idx2 + 1); count += 6; } } } // Bezier patches as the GE evaluates them (gpu/probe exp48-51, exp139-140, bit exact). The parameter is k/256, // rounded toward the middle of the patch, and columns (v) are evaluated before rows (u), by de Casteljau. // Positions and texture coordinates: each lerp in 16-bit fixed point at the larger operand's exponent, both // operands truncated toward zero to that grid, then a + floor((b - a) k / 256). At k = 0 or 256 a lerp passes // its operand through unchanged. Colors: the same lerp on (c << 7) | 0x7F per channel, result >> 7. // Normals (exp142-143): the cross product (as the matrix unit sums it) of two tangents, each the difference of // the de Casteljau's last two points: along u, the row's; along v, those of the columns evaluated along u. static int BezierParam256(int i, int n) { return 2 * i <= n ? (256 * i) / n : 256 - (256 * (n - i)) / n; } static float GEBezierLerp(float a, float b, int k) { if (k == 0) { return a; } else if (k == 256) { return b; } uint32_t ba, bb; memcpy(&ba, &a, 4); memcpy(&bb, &b, 4); const int ea = (ba >> 23) & 0xFF; const int eb = (bb >> 23) & 0xFF; const int e = std::max(ea, eb); if (e == 0) { return 0.0f; } // Mantissas (24 bits) shifted to 16 bits at exponent e, truncated toward zero. auto toFixed = [e](uint32_t bits, int ex) -> int { if (ex == 0 || e - ex >= 16) { return 0; } const int m = (int)(((bits & 0x7FFFFF) | 0x800000) >> (e - ex + 8)); return (bits & 0x80000000) ? -m : m; }; const int fa = toFixed(ba, ea); const int fb = toFixed(bb, eb); const int r = fa + (((fb - fa) * k) >> 8); // r * 2^(e - 127 - 15), exact. if (e <= 15) { return ldexpf((float)r, e - 127 - 15); } const uint32_t scaleBits = (uint32_t)(e - 15) << 23; float scale; memcpy(&scale, &scaleBits, 4); return (float)r * scale; } // Also returns the de Casteljau's last two points, which the normal's tangents come from. static float GEBezierEval(const float p[4], int k, float *ab = nullptr, float *bc = nullptr) { const float a = GEBezierLerp(p[0], p[1], k); const float b = GEBezierLerp(p[1], p[2], k); const float c = GEBezierLerp(p[2], p[3], k); const float l = GEBezierLerp(a, b, k); const float r = GEBezierLerp(b, c, k); if (ab) { *ab = l; *bc = r; } return GEBezierLerp(l, r, k); } static int GEBezierEvalColor(const int p[4], int k) { auto lerp = [k](int a, int b) { return a + (((b - a) * k) >> 8); }; const int a = lerp(p[0], p[1]); const int b = lerp(p[1], p[2]); const int c = lerp(p[2], p[3]); return lerp(lerp(a, b), lerp(b, c)); } // Splines as the GE evaluates them (gpu/probe exp144-145, bit exact): de Boor at t = k/256 (k as for Bezier) // with the lerps above. Each blending factor (t - K[i]) / span comes from the nearer of its two knots, in 1/256: // floor(d / span) from the left one, 256 - floor(d / span) from the right. A segment's last point is the next // one's first (k = 0). An open end repeats its knot four times, a closed one keeps the unit spacing. struct GESplineParam { int seg; int alpha[6]; // level 1 for knots l-2, l-1, l, level 2 for l-1, l, level 3 for l (l = seg + 3) int k; }; static GESplineParam GESplineParamAt(int index, int tess, int numPatches, int type) { GESplineParam p; p.seg = index / tess; p.k = BezierParam256(index % tess, tess); if (p.seg == numPatches) { p.seg = numPatches - 1; p.k = 256; } auto knot = [&](int i) { if (i < 3 && (type & 1)) return 0; if (i > numPatches + 3 && (type & 2)) return numPatches; return i - 3; }; const int l = p.seg + 3; const int is[6] = { l - 2, l - 1, l, l - 1, l, l }; const int rs[6] = { 1, 1, 1, 2, 2, 3 }; for (int n = 0; n < 6; ++n) { const int i = is[n]; const int span = knot(i + 4 - rs[n]) - knot(i); const int dl = 256 * (p.seg - knot(i)) + p.k; const int dr = 256 * span - dl; p.alpha[n] = span == 0 ? 0 : (dl <= dr ? dl / span : 256 - dr / span); } return p; } static float GESplineEval(const float d[4], const int a[6], float *ab = nullptr, float *bc = nullptr) { const float l0 = GEBezierLerp(d[0], d[1], a[0]); const float l1 = GEBezierLerp(d[1], d[2], a[1]); const float l2 = GEBezierLerp(d[2], d[3], a[2]); const float m0 = GEBezierLerp(l0, l1, a[3]); const float m1 = GEBezierLerp(l1, l2, a[4]); if (ab) { *ab = m0; *bc = m1; } return GEBezierLerp(m0, m1, a[5]); } static int GESplineEvalColor(const int d[4], const int a[6]) { auto lerp = [](int x, int y, int k) { return x + (((y - x) * k) >> 8); }; const int l0 = lerp(d[0], d[1], a[0]); const int l1 = lerp(d[1], d[2], a[1]); const int l2 = lerp(d[2], d[3], a[2]); return lerp(lerp(l0, l1, a[3]), lerp(l1, l2, a[4]), a[5]); } // One control column of a patch evaluated at some v. struct GEBezierColumn { float pos[3]; float ab[3], bc[3]; // for the normal float tex[2]; int col[4]; // 15 bits }; struct Weight { float basis[4]; float deriv[4]; }; static WeightTable AllocateWeightTable(int count) { WeightTable table; table.stride = count + WeightTable::WEIGHT_PADDING; table.data = new float[8 * table.stride](); return table; } static void SetWeight(WeightTable &table, int index, const Weight &w) { for (int k = 0; k < 4; k++) { table.data[k * table.stride + index] = w.basis[k]; table.data[(4 + k) * table.stride + index] = w.deriv[k]; } } class Bezier3DWeight { private: static void CalcWeights(float t, Weight &w) { // Bernstein 3D basis polynomial w.basis[0] = (1 - t) * (1 - t) * (1 - t); w.basis[1] = 3 * t * (1 - t) * (1 - t); w.basis[2] = 3 * t * t * (1 - t); w.basis[3] = t * t * t; // Derivative w.deriv[0] = -3 * (1 - t) * (1 - t); w.deriv[1] = 9 * t * t - 12 * t + 3; w.deriv[2] = 3 * (2 - 3 * t) * t; w.deriv[3] = 3 * t * t; } public: static WeightTable CalcWeightsAll(u32 key) { int tess = (int)key; WeightTable weights = AllocateWeightTable(tess + 1); const float inv_tess = 1.0f / (float)tess; for (int i = 0; i < tess + 1; ++i) { const float t = (float)i * inv_tess; Weight w; CalcWeights(t, w); SetWeight(weights, i, w); } return weights; } static u32 ToKey(int tess, int count, int type) { return tess; } static int CalcSize(int tess, int count) { return tess + 1; } static WeightCache weightsCache; }; class Spline3DWeight { private: struct KnotDiv { float _3_0 = 1.0f / 3.0f; float _4_1 = 1.0f / 3.0f; float _5_2 = 1.0f / 3.0f; float _3_1 = 1.0f / 2.0f; float _4_2 = 1.0f / 2.0f; float _3_2 = 1.0f; // Always 1 }; // knot should be an array sized n + 5 (n + 1 + 1 + degree (cubic)) static void CalcKnots(int n, int type, float *knots, KnotDiv *divs) { // Basic theory (-2 to +3), optimized with KnotDiv (-2 to +0) // for (int i = 0; i < n + 5; ++i) { for (int i = 0; i < n + 2; ++i) { knots[i] = (float)i - 2; } // The first edge is open if ((type & 1) != 0) { knots[0] = 0; knots[1] = 0; divs[0]._3_0 = 1.0f; divs[0]._4_1 = 1.0f / 2.0f; divs[0]._3_1 = 1.0f; if (n > 1) divs[1]._3_0 = 1.0f / 2.0f; } // The last edge is open if ((type & 2) != 0) { // knots[n + 2] = (float)n; // Got rid of this line optimized with KnotDiv // knots[n + 3] = (float)n; // Got rid of this line optimized with KnotDiv // knots[n + 4] = (float)n; // Got rid of this line optimized with KnotDiv // With a single patch whose first edge is open too, that knot interval is 1, not 2. divs[n - 1]._4_1 = (n == 1 && (type & 1) != 0) ? 1.0f : 1.0f / 2.0f; divs[n - 1]._5_2 = 1.0f; divs[n - 1]._4_2 = 1.0f; if (n > 1) divs[n - 2]._5_2 = 1.0f / 2.0f; } } static void CalcWeights(float t, const float *knots, const KnotDiv &div, Weight &w) { float t0 = (t - knots[0]); float t1 = (t - knots[1]); float t2 = (t - knots[2]); float f30 = t0 * div._3_0; float f41 = t1 * div._4_1; float f52 = t2 * div._5_2; float f31 = t1 * div._3_1; float f42 = t2 * div._4_2; float f32 = t2 * div._3_2; float a = (1 - f30) * (1 - f31); float b = (f31 * f41); float c = (1 - f41) * (1 - f42); float d = (f42 * f52); w.basis[0] = a * (1 - f32); // (1-f30)*(1-f31)*(1-f32) w.basis[1] = 1 - a - b + ((a + b + c - 1) * f32); w.basis[2] = b + ((1 - b - c - d) * f32); w.basis[3] = d * f32; // f32*f42*f52 // Derivative float i1 = (1 - f31) * (1 - f32); float i2 = f31 * (1 - f32) + (1 - f42) * f32; float i3 = f42 * f32; float f130 = i1 * div._3_0; float f241 = i2 * div._4_1; float f352 = i3 * div._5_2; w.deriv[0] = 3 * (0 - f130); w.deriv[1] = 3 * (f130 - f241); w.deriv[2] = 3 * (f241 - f352); w.deriv[3] = 3 * (f352 - 0); } public: WeightTable CalcWeightsAll(u32 key) { int tess, count, type; FromKey(key, tess, count, type); const int num_patches = count - 3; WeightTable weights = AllocateWeightTable(tess * num_patches + 1); // float *knots = new float[num_patches + 5]; float *knots = new float[num_patches + 2]; // Optimized with KnotDiv, must use +5 in theory KnotDiv *divs = new KnotDiv[num_patches]; CalcKnots(num_patches, type, knots, divs); const float inv_tess = 1.0f / (float)tess; for (int i = 0; i < num_patches; ++i) { const int start = (i == 0) ? 0 : 1; for (int j = start; j <= tess; ++j) { const int index = i * tess + j; const float t = (float)index * inv_tess; Weight w; CalcWeights(t, knots + i, divs[i], w); SetWeight(weights, index, w); } } delete[] knots; delete[] divs; return weights; } static u32 ToKey(int tess, int count, int type) { return tess | (count << 8) | (type << 16); } static void FromKey(u32 key, int &tess, int &count, int &type) { tess = key & 0xFF; count = (key >> 8) & 0xFF; type = (key >> 16) & 0xFF; } static int CalcSize(int tess, int count) { return (count - 3) * tess + 1; } static WeightCache weightsCache; }; WeightCache Bezier3DWeight::weightsCache; WeightCache Spline3DWeight::weightsCache; ControlPoints::ControlPoints(const SimpleVertex *const *src, int size, SimpleBufferManager &managedBuf) { points = (ControlPoint *)managedBuf.Allocate(sizeof(ControlPoint) * size); if (points) Convert(src, size); } void ControlPoints::Convert(const SimpleVertex *const *src, int size) { for (int i = 0; i < size; ++i) { const SimpleVertex &v = *src[i]; ControlPoint &p = points[i]; p.pos[0] = v.pos.x; p.pos[1] = v.pos.y; p.pos[2] = v.pos.z; p.pos[3] = 0.0f; for (int c = 0; c < 4; c++) { p.col[c] = (float)v.color[c]; } p.uv[0] = v.uv[0]; p.uv[1] = v.uv[1]; p.uv[2] = 0.0f; p.uv[3] = 0.0f; } defcolor = src[0]->color_32; } // Four vertices' worth of a 3-component attribute, one component per register. struct Vec3x4 { Vec4F32 x, y, z; }; static inline Vec3x4 Cross(const Vec3x4 &a, const Vec3x4 &b) { return { a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x }; } static inline Vec4F32 Dot(const Vec3x4 &a, const Vec3x4 &b) { return MulAdd(a.x, b.x, MulAdd(a.y, b.y, a.z * b.z)); } static inline Vec3x4 Select(Vec4S32 mask, const Vec3x4 &ifTrue, const Vec3x4 &ifFalse) { return { Select(mask, ifTrue.x, ifFalse.x), Select(mask, ifTrue.y, ifFalse.y), Select(mask, ifTrue.z, ifFalse.z) }; } static inline Vec3x4 operator *(const Vec3x4 &a, Vec4F32 f) { return { a.x * f, a.y * f, a.z * f }; } // Component c of the four columns, weighted along u. static inline Vec4F32 SampleU(const float cols[4][4], int c, const Vec4F32 w[4]) { Vec4F32 sum = Vec4F32::Splat(cols[0][c]) * w[0]; sum = MulAdd(Vec4F32::Splat(cols[1][c]), w[1], sum); sum = MulAdd(Vec4F32::Splat(cols[2][c]), w[2], sum); return MulAdd(Vec4F32::Splat(cols[3][c]), w[3], sum); } static inline Vec3x4 SampleU3(const float cols[4][4], const Vec4F32 w[4]) { return { SampleU(cols, 0, w), SampleU(cols, 1, w), SampleU(cols, 2, w) }; } // Folds the four rows of control points into the four columns of one row of vertices. static inline void SampleV(const ControlPoint *const rows[4], size_t offset, const float w[4], float cols[4][4]) { const Vec4F32 w0 = Vec4F32::Splat(w[0]), w1 = Vec4F32::Splat(w[1]), w2 = Vec4F32::Splat(w[2]), w3 = Vec4F32::Splat(w[3]); for (int k = 0; k < 4; k++) { const float *r0 = (const float *)((const u8 *)&rows[0][k] + offset); const float *r1 = (const float *)((const u8 *)&rows[1][k] + offset); const float *r2 = (const float *)((const u8 *)&rows[2][k] + offset); const float *r3 = (const float *)((const u8 *)&rows[3][k] + offset); Vec4F32 sum = Vec4F32::Load(r0) * w0; sum = MulAdd(Vec4F32::Load(r1), w1, sum); sum = MulAdd(Vec4F32::Load(r2), w2, sum); sum = MulAdd(Vec4F32::Load(r3), w3, sum); sum.Store(cols[k]); } } // The GE's spline: each control column at the vertex's v, then the row of those at its u (as for Bezier). template static void TessellateSplineGE(OutputBuffers &output, const SplineSurface &surface, const ControlPoints &points) { const int nu = surface.num_patches_u * surface.tess_u + 1; const int nv = surface.num_patches_v * surface.tess_v + 1; const int pointsU = surface.num_points_u; std::vector paramsU(nu); for (int i = 0; i < nu; ++i) paramsU[i] = GESplineParamAt(i, surface.tess_u, surface.num_patches_u, surface.type_u); std::vector columns(pointsU); for (int iv = 0; iv < nv; ++iv) { const GESplineParam pv = GESplineParamAt(iv, surface.tess_v, surface.num_patches_v, surface.type_v); for (int c = 0; c < pointsU; ++c) { GEBezierColumn &column = columns[c]; int idx[4]; for (int r = 0; r < 4; ++r) idx[r] = (pv.seg + r) * pointsU + c; for (int j = 0; j < 3; ++j) { const float p[4] = { points.points[idx[0]].pos[j], points.points[idx[1]].pos[j], points.points[idx[2]].pos[j], points.points[idx[3]].pos[j] }; column.pos[j] = GESplineEval(p, pv.alpha, &column.ab[j], &column.bc[j]); } if constexpr (sampleTex) { for (int j = 0; j < 2; ++j) { const float p[4] = { points.points[idx[0]].uv[j], points.points[idx[1]].uv[j], points.points[idx[2]].uv[j], points.points[idx[3]].uv[j] }; column.tex[j] = GESplineEval(p, pv.alpha); } } if constexpr (sampleCol) { for (int j = 0; j < 4; ++j) { int p[4]; for (int r = 0; r < 4; ++r) p[r] = ((int)points.points[idx[r]].col[j] << 7) | 0x7F; column.col[j] = GESplineEvalColor(p, pv.alpha); } } } for (int iu = 0; iu < nu; ++iu) { const GESplineParam &pu = paramsU[iu]; const GEBezierColumn *cols = &columns[pu.seg]; SimpleVertex &vert = output.vertices[surface.GetIndex(iu, iv, 0, 0)]; Vec3f tangentU, tangentV; for (int j = 0; j < 3; ++j) { const float row[4] = { cols[0].pos[j], cols[1].pos[j], cols[2].pos[j], cols[3].pos[j] }; float ab, bc; vert.pos[j] = GESplineEval(row, pu.alpha, &ab, &bc); if constexpr (sampleNrm) { tangentU[j] = GEAdd(bc, -ab); const float abRow[4] = { cols[0].ab[j], cols[1].ab[j], cols[2].ab[j], cols[3].ab[j] }; const float bcRow[4] = { cols[0].bc[j], cols[1].bc[j], cols[2].bc[j], cols[3].bc[j] }; tangentV[j] = GEAdd(GESplineEval(bcRow, pu.alpha), -GESplineEval(abRow, pu.alpha)); } } if constexpr (sampleCol) { u32 color = 0; for (int j = 0; j < 4; ++j) { const int row[4] = { cols[0].col[j], cols[1].col[j], cols[2].col[j], cols[3].col[j] }; color |= (u32)(GESplineEvalColor(row, pu.alpha) >> 7) << (8 * j); } vert.color_32 = color; } else { vert.color_32 = points.defcolor; } if constexpr (sampleTex) { for (int j = 0; j < 2; ++j) { const float row[4] = { cols[0].tex[j], cols[1].tex[j], cols[2].tex[j], cols[3].tex[j] }; vert.uv[j] = GESplineEval(row, pu.alpha); } } else { vert.uv[0] = pu.seg + pu.k * (1.0f / 256.0f); vert.uv[1] = pv.seg + pv.k * (1.0f / 256.0f); } if constexpr (sampleNrm) { for (int j = 0; j < 3; ++j) { const int j1 = (j + 1) % 3, j2 = (j + 2) % 3; const GERowTerm terms[2] = { GEProduct(tangentU[j1], tangentV[j2]), GEProduct(-tangentU[j2], tangentV[j1]) }; vert.nrm[j] = GERowSum(terms, 2); } if constexpr (patchFacing) vert.nrm *= -1.0f; } else { vert.nrm.SetZero(); vert.nrm.z = 1.0f; } } } } // The GE's Bezier patches: each patch's four control columns at every v step, then each row of those at u. template static void TessellateBezierGE(OutputBuffers &output, const BezierSurface &surface, const ControlPoints &points) { std::vector columns((surface.tess_v + 1) * 4); for (int patch_u = 0; patch_u < surface.num_patches_u; ++patch_u) { const int start_u = surface.GetTessStart(patch_u); for (int patch_v = 0; patch_v < surface.num_patches_v; ++patch_v) { const int start_v = surface.GetTessStart(patch_v); const ControlPoint *patch = points.points + surface.GetPointIndex(patch_u, patch_v); const ControlPoint *const rows[4] = { patch, patch + surface.num_points_u, patch + surface.num_points_u * 2, patch + surface.num_points_u * 3 }; for (int tile_v = start_v; tile_v <= surface.tess_v; ++tile_v) { const int kv = BezierParam256(tile_v, surface.tess_v); for (int c = 0; c < 4; ++c) { GEBezierColumn &column = columns[tile_v * 4 + c]; for (int j = 0; j < 3; ++j) { const float p[4] = { rows[0][c].pos[j], rows[1][c].pos[j], rows[2][c].pos[j], rows[3][c].pos[j] }; column.pos[j] = GEBezierEval(p, kv, &column.ab[j], &column.bc[j]); } if constexpr (sampleTex) { for (int j = 0; j < 2; ++j) { const float p[4] = { rows[0][c].uv[j], rows[1][c].uv[j], rows[2][c].uv[j], rows[3][c].uv[j] }; column.tex[j] = GEBezierEval(p, kv); } } if constexpr (sampleCol) { for (int j = 0; j < 4; ++j) { int p[4]; for (int r = 0; r < 4; ++r) p[r] = ((int)rows[r][c].col[j] << 7) | 0x7F; column.col[j] = GEBezierEvalColor(p, kv); } } } } for (int tile_u = start_u; tile_u <= surface.tess_u; ++tile_u) { const int index_u = surface.GetIndexU(patch_u, tile_u); const int ku = BezierParam256(tile_u, surface.tess_u); for (int tile_v = start_v; tile_v <= surface.tess_v; ++tile_v) { const int index_v = surface.GetIndexV(patch_v, tile_v); SimpleVertex &vert = output.vertices[surface.GetIndex(index_u, index_v, patch_u, patch_v)]; const GEBezierColumn *cols = &columns[tile_v * 4]; Vec3f tangentU, tangentV; for (int j = 0; j < 3; ++j) { const float row[4] = { cols[0].pos[j], cols[1].pos[j], cols[2].pos[j], cols[3].pos[j] }; float ab, bc; vert.pos[j] = GEBezierEval(row, ku, &ab, &bc); if constexpr (sampleNrm) { tangentU[j] = GEAdd(bc, -ab); const float abRow[4] = { cols[0].ab[j], cols[1].ab[j], cols[2].ab[j], cols[3].ab[j] }; const float bcRow[4] = { cols[0].bc[j], cols[1].bc[j], cols[2].bc[j], cols[3].bc[j] }; tangentV[j] = GEAdd(GEBezierEval(bcRow, ku), -GEBezierEval(abRow, ku)); } } if constexpr (sampleCol) { u32 color = 0; for (int j = 0; j < 4; ++j) { const int row[4] = { cols[0].col[j], cols[1].col[j], cols[2].col[j], cols[3].col[j] }; color |= (u32)(GEBezierEvalColor(row, ku) >> 7) << (8 * j); } vert.color_32 = color; } else { vert.color_32 = points.defcolor; } if constexpr (sampleTex) { for (int j = 0; j < 2; ++j) { const float row[4] = { cols[0].tex[j], cols[1].tex[j], cols[2].tex[j], cols[3].tex[j] }; vert.uv[j] = GEBezierEval(row, ku); } } else { // Generated: the parameter itself (exp140). vert.uv[0] = patch_u + ku * (1.0f / 256.0f); vert.uv[1] = patch_v + BezierParam256(tile_v, surface.tess_v) * (1.0f / 256.0f); } if constexpr (sampleNrm) { // Unnormalized: lighting normalizes it. Vertex normals are unused (exp142). for (int j = 0; j < 3; ++j) { const int j1 = (j + 1) % 3, j2 = (j + 2) % 3; const GERowTerm terms[2] = { GEProduct(tangentU[j1], tangentV[j2]), GEProduct(-tangentU[j2], tangentV[j1]) }; vert.nrm[j] = GERowSum(terms, 2); } if constexpr (patchFacing) vert.nrm *= -1.0f; } else { vert.nrm.SetZero(); vert.nrm.z = 1.0f; } } } } } } // Each patch is evaluated one row of vertices (fixed v) at a time, four vertices along u at once, // one attribute component per register: first the four control point rows are folded into four // columns with the v weights, then those are weighted along u. template class SubdivisionSurface { public: template static void Tessellate(OutputBuffers &output, const Surface &surface, const ControlPoints &points, const Weight2D &weights) { if constexpr (std::is_same_v) { if (surface.geExact) { TessellateSplineGE(output, surface, points); surface.BuildIndex(output.indices, output.count); return; } } else { if (surface.geExact) { TessellateBezierGE(output, surface, points); surface.BuildIndex(output.indices, output.count); return; } } const float inv_u = 1.0f / (float)surface.tess_u; const float inv_v = 1.0f / (float)surface.tess_v; const WeightTable &wu = *weights.u; const WeightTable &wv = *weights.v; static const int laneOffsets[4] = { 0, 1, 2, 3 }; const Vec4S32 lanes = Vec4S32::Load(laneOffsets); const Vec4F32 one = Vec4F32::Splat(1.0f); const Vec4F32 minusOne = Vec4F32::Splat(-1.0f); const Vec4F32 zero = Vec4F32::Zero(); const Vec4F32 defcolor = Vec4F32FromBits(Vec4S32::Splat((int)points.defcolor)); for (int patch_u = 0; patch_u < surface.num_patches_u; ++patch_u) { const int start_u = surface.GetTessStart(patch_u); for (int patch_v = 0; patch_v < surface.num_patches_v; ++patch_v) { const int start_v = surface.GetTessStart(patch_v); // The 4x4 control points of this patch. const ControlPoint *patch = points.points + surface.GetPointIndex(patch_u, patch_v); const ControlPoint *const rows[4] = { patch, patch + surface.num_points_u, patch + surface.num_points_u * 2, patch + surface.num_points_u * 3 }; for (int tile_v = start_v; tile_v <= surface.tess_v; ++tile_v) { const int index_v = surface.GetIndexV(patch_v, tile_v); const float bv[4] = { wv.Basis(0)[index_v], wv.Basis(1)[index_v], wv.Basis(2)[index_v], wv.Basis(3)[index_v] }; const float dv[4] = { wv.Deriv(0)[index_v], wv.Deriv(1)[index_v], wv.Deriv(2)[index_v], wv.Deriv(3)[index_v] }; alignas(16) float pos[4][4]; alignas(16) float posDV[4][4]; alignas(16) float col[4][4]; alignas(16) float tex[4][4]; SampleV(rows, offsetof(ControlPoint, pos), bv, pos); if constexpr (sampleNrm) SampleV(rows, offsetof(ControlPoint, pos), dv, posDV); if constexpr (sampleCol) SampleV(rows, offsetof(ControlPoint, col), bv, col); if constexpr (sampleTex) SampleV(rows, offsetof(ControlPoint, uv), bv, tex); // Which way a pole's limit normal points, when the pole is along v. const Vec4F32 signV = (tile_v * 2 > surface.tess_v) ? minusOne : one; for (int tile_u = start_u; tile_u <= surface.tess_u; tile_u += 4) { const int index_u = surface.GetIndexU(patch_u, tile_u); const Vec4F32 bu[4] = { Vec4F32::Load(wu.Basis(0) + index_u), Vec4F32::Load(wu.Basis(1) + index_u), Vec4F32::Load(wu.Basis(2) + index_u), Vec4F32::Load(wu.Basis(3) + index_u) }; const Vec4S32 tiles = Vec4S32::Splat(tile_u) + lanes; Vec3x4 p = SampleU3(pos, bu); Vec3x4 nrm; if constexpr (sampleNrm) { const Vec4F32 du[4] = { Vec4F32::Load(wu.Deriv(0) + index_u), Vec4F32::Load(wu.Deriv(1) + index_u), Vec4F32::Load(wu.Deriv(2) + index_u), Vec4F32::Load(wu.Deriv(3) + index_u) }; const Vec3x4 derivU = SampleU3(pos, du); const Vec3x4 derivV = SampleU3(posDV, bu); nrm = Cross(derivU, derivV); const Vec4F32 lenU2 = Dot(derivU, derivU); const Vec4F32 lenV2 = Dot(derivV, derivV); const Vec4S32 pole = lenU2.Min(lenV2).CompareLe(lenU2.Max(lenV2) * 1e-8f); if (AnyCompareBitsSet(pole)) { // A pole: a patch edge whose control points all meet at one point, like the top // of a dome. One derivative vanishes there, so the cross product is zero, or with // animated control points just rounding noise, and the normal would be NaN or // random (dark patches on Pac-Man Arrangement's ghosts, #12354). Use the limit // instead: next to an edge where dP/dv = 0, dP/dv ~ (u - u_edge) * d2P/dudv. const Vec3x4 derivUV = SampleU3(posDV, du); const Vec4F32 signU = Select(tiles.Shl<1>().CompareGt(Vec4S32::Splat(surface.tess_u)), minusOne, one); const Vec3x4 limitU = Cross(derivU, derivUV) * signU; const Vec3x4 limitV = Cross(derivUV, derivV) * signV; nrm = Select(pole, Select(lenV2.CompareLe(lenU2), limitU, limitV), nrm); } // Normalize, or 0,0,1 if there's nothing to normalize. const Vec4F32 len2 = Dot(nrm, nrm); const Vec4S32 valid = len2.CompareGt(zero); const Vec4F32 scale = len2.RecipSqrt(); nrm = { Select(valid, nrm.x * scale, zero), Select(valid, nrm.y * scale, zero), Select(valid, nrm.z * scale, one) }; if constexpr (patchFacing) nrm = nrm * minusOne; } else { nrm = { zero, zero, one }; } Vec4F32 color; if constexpr (sampleCol) { Vec4S32 c[4]; for (int i = 0; i < 4; i++) { c[i] = Vec4S32FromF32Round(SampleU(col, i, bu).Clamp(0.0f, 255.0f)); } color = Vec4F32FromBits(c[0] | c[1].Shl<8>() | c[2].Shl<16>() | c[3].Shl<24>()); } else { color = defcolor; } Vec4F32 uvU, uvV; if constexpr (sampleTex) { uvU = SampleU(tex, 0, bu); uvV = SampleU(tex, 1, bu); } else { // Generate texcoord uvU = MulAdd(Vec4F32FromS32(tiles), Vec4F32::Splat(inv_u), Vec4F32::Splat((float)patch_u)); uvV = Vec4F32::Splat(patch_v + tile_v * inv_v); } // Transpose into SimpleVertex order: uv, color, nrm, pos. Vec4F32 lo[4] = { uvU, uvV, color, nrm.x }; Vec4F32 hi[4] = { nrm.y, nrm.z, p.x, p.y }; Vec4F32::Transpose(lo[0], lo[1], lo[2], lo[3]); Vec4F32::Transpose(hi[0], hi[1], hi[2], hi[3]); alignas(16) float posZ[4]; p.z.Store(posZ); SimpleVertex *dst = output.vertices + surface.GetIndex(index_u, index_v, patch_u, patch_v); const int count = std::min(4, surface.tess_u - tile_u + 1); for (int i = 0; i < count; i++) { float *out = (float *)&dst[i]; lo[i].Store(out); hi[i].Store(out + 4); out[8] = posZ[i]; } } } } } surface.BuildIndex(output.indices, output.count); } using TessFunc = void(*)(OutputBuffers &, const Surface &, const ControlPoints &, const Weight2D &); TEMPLATE_PARAMETER_DISPATCHER_FUNCTION(Tess, SubdivisionSurface::Tessellate, TessFunc); static void Tessellate(OutputBuffers &output, const Surface &surface, const ControlPoints &points, const Weight2D &weights, u32 origVertType) { const bool params[] = { // Shade mapping uses the normal even with lighting off (gpu/probe exp143). (origVertType & GE_VTYPE_NRM_MASK) != 0 || gstate.isLightingEnabled() || gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP, (origVertType & GE_VTYPE_COL_MASK) != 0, (origVertType & GE_VTYPE_TC_MASK) != 0, surface.patchFacing, }; static TemplateParameterDispatcher dispatcher; // Initialize only once TessFunc func = dispatcher.GetFunc(params); func(output, surface, points, weights); } }; template void SoftwareTessellation(OutputBuffers &output, const Surface &surface, u32 origVertType, const ControlPoints &points) { using WeightType = typename Surface::WeightType; u32 key_u = WeightType::ToKey(surface.tess_u, surface.num_points_u, surface.type_u); u32 key_v = WeightType::ToKey(surface.tess_v, surface.num_points_v, surface.type_v); Weight2D weights(WeightType::weightsCache, key_u, key_v); SubdivisionSurface::Tessellate(output, surface, points, weights, origVertType); } template void SoftwareTessellation(OutputBuffers &output, const BezierSurface &surface, u32 origVertType, const ControlPoints &points); template void SoftwareTessellation(OutputBuffers &output, const SplineSurface &surface, u32 origVertType, const ControlPoints &points); } // namespace Spline using namespace Spline; void DrawEngineCommon::ClearSplineBezierWeights() { Bezier3DWeight::weightsCache.Clear(); Spline3DWeight::weightsCache.Clear(); } // Specialize to make instance (to avoid link error). template void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indices, BezierSurface &surface, u32 vertType, int *bytesRead, const char *scope); template void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indices, SplineSurface &surface, u32 vertType, int *bytesRead, const char *scope); template void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indices, Surface &surface, u32 vertType, int *bytesRead, const char *scope) { PROFILE_THIS_SCOPE(scope); // Real hardware seems to draw nothing when given < 4 either U or V. // This would result in num_patches_u / num_patches_v being 0. if (surface.num_points_u < 4 || surface.num_points_v < 4) return; SimpleBufferManager managedBuf(decoded_, DECODED_VERTEX_BUFFER_SIZE / 2); const int num_points = surface.num_points_u * surface.num_points_v; u16 index_lower_bound = 0; u16 index_upper_bound = num_points - 1; IndexConverter ConvertIndex(vertType, indices); if (indices) { GetIndexBounds(indices, num_points, vertType, &index_lower_bound, &index_upper_bound); } u32 vertTypeID = GetVertTypeID(vertType, gstate.getUVGenMode()); VertexDecoder *origVDecoder = GetVertexDecoder(vertTypeID); *bytesRead = num_points * origVDecoder->VertexSize(); // Simplify away bones and morph before proceeding // There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great. SimpleVertex *simplified_control_points = (SimpleVertex *)managedBuf.Allocate(sizeof(SimpleVertex) * (index_upper_bound + 1)); if (!simplified_control_points) { ERROR_LOG(Log::G3D, "Failed to allocate space for simplified control points, skipping curve draw"); return; } u8 *temp_buffer = managedBuf.Allocate(sizeof(SimpleVertex) * num_points); if (!temp_buffer) { ERROR_LOG(Log::G3D, "Failed to allocate space for temp buffer, skipping curve draw"); return; } const u32 origVertType = vertType; UVScale neutralUVScale{1.0f, 1.0f, 0.0f, 0.0f}; // Avoid rescaling UV during normalization, it will happen anyway later (in DispatchSubmitPrim). Although ideally we should avoid running Decode at all there. vertType = ::NormalizeVertices(simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, neutralUVScale, origVDecoder, vertType); VertexDecoder *vdecoder = GetVertexDecoder(vertType); int vertexSize = vdecoder->VertexSize(); if (vertexSize != sizeof(SimpleVertex)) { ERROR_LOG(Log::G3D, "Something went really wrong, vertex size: %d vs %d", vertexSize, (int)sizeof(SimpleVertex)); } // Make an array of pointers to the control points, to get rid of indices. const SimpleVertex **points = (const SimpleVertex **)managedBuf.Allocate(sizeof(SimpleVertex *) * num_points); if (!points) { ERROR_LOG(Log::G3D, "Failed to allocate space for control point pointers, skipping curve draw"); return; } for (int idx = 0; idx < num_points; idx++) { points[idx] = simplified_control_points + (indices ? ConvertIndex(idx) : idx); } OutputBuffers output; output.vertices = (SimpleVertex *)(decoded_ + DECODED_VERTEX_BUFFER_SIZE / 2); output.indices = decIndex_; output.count = 0; const int maxVerts = DECODED_VERTEX_BUFFER_SIZE / 2 / vertexSize; surface.Init(maxVerts); ControlPoints cpoints(points, num_points, managedBuf); if (cpoints.IsValid()) { // Run the tessellation! SoftwareTessellation(output, surface, origVertType, cpoints); } else { ERROR_LOG(Log::G3D, "Failed to allocate space for control point values, skipping curve draw"); } u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT; vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode()); int generatedBytesRead; if (output.count) { ClipInfoFlags flags{}; // Don't need any special processing. DispatchSubmitPrim(output.vertices, output.indices, PatchPrimToPrim(surface.primType), output.count, vertTypeID, true, &generatedBytesRead, flags); } if (flushOnParams_) { Flush(); } }