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ppsspp/GPU/Common/SoftwareTransformCommon.h
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2026-07-03 12:55:34 +02:00

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// 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 <vector>
#include "Common/CommonTypes.h"
#include "Common/Math/lin/matrix4x4.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/GPUCommon.h"
class FramebufferManagerCommon;
class TextureCacheCommon;
enum SoftwareTransformAction {
SW_DRAW_INDEXED,
SW_CLEAR,
SW_CULLED, // don't draw
};
struct TransformStats {
u16 culledTrianglesNear;
u16 culledTrianglesFar;
u16 clippedTriangles; // Only near plane is clipped against
};
struct SoftwareTransformResult {
u32 color;
float depth;
bool setStencil;
u8 stencilValue;
bool setSafeSize;
u32 safeWidth;
u32 safeHeight;
TransformedVertex *drawBuffer;
int drawVertexCount;
int drawIndexCount;
bool pixelMapped;
TransformStats stats;
};
struct SoftwareTransformParams {
u8 *decoded;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
ClipInfoFlags clipInfoFlags;
bool allowClear;
bool allowSeparateAlphaClear;
bool everUsedEqualDepth;
float pointScale = 1.0f; // Useful to increase these for debug views of bounding box corners.
};
// Converts an index buffer to make the provoking vertex the last.
// In-place. So, better not be doing this on GPU memory!
// TODO: We could do this already during index decode.
void IndexBufferProvokingLastToFirst(int prim, u16 *inds, int indsSize);
// indsSize is in indices, not bytes.
// NOTE: In case of clipping, this might write extra vertices after params.transformed.
// NOTE: Does not handle line strips, triangle strips or triangle fans - generate indices for those beforehand.
// NOTE2: The output is ALWAYS an indexed triangle list, no matter the input primitive.
SoftwareTransformAction RunSoftwareTransform(SoftwareTransformParams &params, int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int numDecodedVerts, int vertsSize, int vertexCount, u16 *&inds, int indsSize, SoftwareTransformResult *result);
class DrawEngineCommon;
// Slow. See description in the cpp file.
u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, const UVScale &uvScale, const VertexDecoder *dec, u32 vertType);
// In the returned data, you should subtract the value of lowerIndexBound from the indices to get the actual vertex index in the vertices array.
// This is because some draws in some games use very large indices, but they only use a small range of them in each PRIM submission.
// Additionally, if the transformed flag is set in flags, the indices will be transformed into "generic" types (triangles instead of strips), etc.
bool GetCurrentDrawAsDebugVertices(DrawEngineCommon *drawEngine, GECommand cmd, GEPrimitiveType prim, GEPrimitiveType *outPrim, int count, std::vector<GPUDebugVertex> *vertices, std::vector<u16> *indices, int *lowerIndexBound, TransformStats *stats, DebugVertexFlags flags);