mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-14 15:00:30 +02:00
Strips, fans and triangle pairs that form rectangles are drawn as sprites, but a sprite's first column is (x + 6) >> 4 and a triangle's (x + 7) >> 4. For a left edge 9/16 into a pixel, draw them as triangles (NBA 2K13's menu boxes, now 99.99% exact against the PSP). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
1350 lines
52 KiB
C++
1350 lines
52 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <cfloat>
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#include <climits>
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#include <cmath>
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#include "Common/Common.h"
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#include "Common/CPUDetect.h"
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#include "Common/Math/math_util.h"
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#include "Common/MemoryUtil.h"
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#include "Common/Profiler/Profiler.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/VertexReader.h"
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#include "GPU/GPUStateSIMDUtil.h"
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#include "Common/Math/SIMDHeaders.h"
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#include "GPU/Software/BinManager.h"
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#include "GPU/Software/Clipper.h"
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#include "GPU/Software/Lighting.h"
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#include "GPU/Software/RasterizerRectangle.h"
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#include "GPU/Software/TransformUnit.h"
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// For the SSE4 stuff
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#if PPSSPP_ARCH(SSE2)
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#include <smmintrin.h>
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#endif
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#define TRANSFORM_BUF_SIZE (65536 * 48)
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TransformUnit::TransformUnit() {
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decoded_ = (u8 *)AllocateAlignedMemory(TRANSFORM_BUF_SIZE, 16);
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_assert_(decoded_);
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binner_ = new BinManager();
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}
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TransformUnit::~TransformUnit() {
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FreeAlignedMemory(decoded_);
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delete binner_;
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}
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SoftwareDrawEngine::SoftwareDrawEngine() {
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flushOnParams_ = false;
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}
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SoftwareDrawEngine::~SoftwareDrawEngine() {}
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void SoftwareDrawEngine::NotifyConfigChanged() {
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DrawEngineCommon::NotifyConfigChanged();
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}
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void SoftwareDrawEngine::Flush() {
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transformUnit.Flush(gpuCommon_, "debug");
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}
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void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) {
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_assert_msg_(clockwise, "Mixed cull mode not supported.");
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transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this);
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}
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void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) {
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uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
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int flipCull = cullMode != gstate.getCullMode() ? 1 : 0;
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// TODO: For now, just setting all dirty.
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transformUnit.SetDirty(SoftDirty(-1));
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gstate.cullmode ^= flipCull;
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// TODO: This is a bit ugly. Should bypass when clipping...
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uint32_t xScale = gstate.viewportxscale;
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uint32_t xCenter = gstate.viewportxcenter;
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uint32_t yScale = gstate.viewportyscale;
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uint32_t yCenter = gstate.viewportycenter;
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uint32_t zScale = gstate.viewportzscale;
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uint32_t zCenter = gstate.viewportzcenter;
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// Force scale to 1 and center to zero.
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gstate.viewportxscale = (GE_CMD_VIEWPORTXSCALE << 24) | 0x3F8000;
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gstate.viewportxcenter = (GE_CMD_VIEWPORTXCENTER << 24) | 0x000000;
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gstate.viewportyscale = (GE_CMD_VIEWPORTYSCALE << 24) | 0x3F8000;
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gstate.viewportycenter = (GE_CMD_VIEWPORTYCENTER << 24) | 0x000000;
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// Z we scale to 65535 for neg z clipping.
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gstate.viewportzscale = (GE_CMD_VIEWPORTZSCALE << 24) | 0x477FFF;
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gstate.viewportzcenter = (GE_CMD_VIEWPORTZCENTER << 24) | 0x000000;
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// Before we start, submit 0 prims to reset the prev prim type.
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// Following submits will always be KEEP_PREVIOUS.
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if (!continuation)
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transformUnit.SubmitPrimitive(nullptr, nullptr, prim, 0, vertTypeID, nullptr, this);
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for (int i = 0; i < vertexCount; i++) {
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ClipVertexData vert;
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vert.clippos = ClipCoords(buffer[i].pos);
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vert.v.texturecoords.x = buffer[i].u;
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vert.v.texturecoords.y = buffer[i].v;
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vert.v.texturecoords.z = buffer[i].uv_w;
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if (gstate.isModeThrough()) {
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vert.v.texturecoords.x *= gstate.getTextureWidth(0);
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vert.v.texturecoords.y *= gstate.getTextureHeight(0);
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} else {
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vert.clippos.z *= 1.0f / 65535.0f;
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}
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vert.v.clipw = buffer[i].pos_w;
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vert.v.color0 = buffer[i].color0_32;
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vert.v.color1 = gstate.isUsingSecondaryColor() && !gstate.isModeThrough() ? buffer[i].color1_32 : 0;
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vert.v.fogdepth = buffer[i].fog;
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vert.v.screenpos.x = (int)(buffer[i].x * 16.0f);
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vert.v.screenpos.y = (int)(buffer[i].y * 16.0f);
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vert.v.screenpos.z = (u16)(u32)buffer[i].z;
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transformUnit.SubmitImmVertex(vert, this);
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}
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gstate.viewportxscale = xScale;
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gstate.viewportxcenter = xCenter;
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gstate.viewportyscale = yScale;
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gstate.viewportycenter = yCenter;
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gstate.viewportzscale = zScale;
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gstate.viewportzcenter = zCenter;
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gstate.cullmode ^= flipCull;
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// TODO: Should really clear, but a bunch of values are forced so we this is safest.
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transformUnit.SetDirty(SoftDirty(-1));
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}
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VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
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const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode());
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return DrawEngineCommon::GetVertexDecoder(vertTypeID);
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}
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static float GEWorldComponent(const Vec3f &v, int c);
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WorldCoords TransformUnit::ModelToWorld(const ModelCoords &coords) {
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return WorldCoords(GEWorldComponent(coords, 0), GEWorldComponent(coords, 1), GEWorldComponent(coords, 2));
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}
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WorldCoords TransformUnit::ModelToWorldNormal(const ModelCoords &coords) {
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// Each component summed like a matrix row (gpu/probe exp61).
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const float *m = gstate.worldMatrix;
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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])));
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}
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float TruncateToFloat24(float f) {
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uint32_t bits;
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memcpy(&bits, &f, sizeof(bits));
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bits &= 0xFFFFFF00;
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memcpy(&f, &bits, sizeof(f));
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return f;
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}
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// A product of two float24s has up to 32 significant bits: form it in a double, and truncate it
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// there, since rounding it to a float first could round up across the truncation.
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float ProductToFloat24(double d) {
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uint64_t bits;
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memcpy(&bits, &d, sizeof(bits));
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if (((bits >> 52) & 0x7FF) != 0x7FF) {
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bits &= ~((1ULL << (52 - 15)) - 1);
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}
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memcpy(&d, &bits, sizeof(d));
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return (float)d;
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}
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// The GE's reciprocal: the top 7 bits of w's 15-bit float24 mantissa pick a segment, which the low
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// 8 bits interpolate linearly. b is the segment's start in units of 2^-17, m its slope in units of
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// 2^-23 per step, and 63 a rounding bias below half. Measured for every mantissa on hardware.
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struct GERecipSegment {
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int32_t b;
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int32_t m;
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};
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static const GERecipSegment geRecipSegments[128] = {
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{ 131072, -254 }, { 130055, -250 }, { 129054, -246 }, { 128071, -243 }, { 127099, -239 }, { 126143, -235 }, { 125203, -232 }, { 124274, -228 },
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{ 123361, -225 }, { 122461, -222 }, { 121574, -219 }, { 120700, -216 }, { 119836, -212 }, { 118986, -209 }, { 118150, -207 }, { 117323, -204 },
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{ 116508, -201 }, { 115704, -198 }, { 114913, -196 }, { 114130, -193 }, { 113358, -190 }, { 112599, -188 }, { 111847, -185 }, { 111107, -183 },
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{ 110375, -180 }, { 109654, -178 }, { 108943, -176 }, { 108239, -173 }, { 107545, -171 }, { 106861, -169 }, { 106184, -167 }, { 105517, -165 },
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{ 104858, -163 }, { 104206, -161 }, { 103563, -159 }, { 102927, -157 }, { 102300, -155 }, { 101680, -153 }, { 101067, -151 }, { 100463, -150 },
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{ 99865, -148 }, { 99273, -146 }, { 98689, -144 }, { 98113, -143 }, { 97542, -141 }, { 96977, -139 }, { 96421, -138 }, { 95869, -136 },
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{ 95326, -135 }, { 94786, -133 }, { 94255, -132 }, { 93727, -130 }, { 93207, -129 }, { 92691, -127 }, { 92182, -126 }, { 91680, -125 },
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{ 91180, -123 }, { 90688, -122 }, { 90201, -121 }, { 89717, -119 }, { 89240, -118 }, { 88769, -117 }, { 88302, -116 }, { 87838, -114 },
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{ 87381, -113 }, { 86928, -112 }, { 86481, -111 }, { 86037, -110 }, { 85599, -109 }, { 85164, -108 }, { 84732, -106 }, { 84307, -105 },
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{ 83885, -104 }, { 83468, -103 }, { 83055, -102 }, { 82646, -101 }, { 82241, -100 }, { 81839, -99 }, { 81442, -98 }, { 81049, -97 },
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{ 80659, -96 }, { 80275, -96 }, { 79892, -95 }, { 79513, -94 }, { 79138, -93 }, { 78766, -92 }, { 78398, -91 }, { 78033, -90 },
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{ 77673, -90 }, { 77315, -89 }, { 76960, -88 }, { 76608, -87 }, { 76260, -86 }, { 75914, -85 }, { 75574, -85 }, { 75234, -84 },
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{ 74898, -83 }, { 74564, -82 }, { 74236, -82 }, { 73908, -81 }, { 73584, -80 }, { 73264, -80 }, { 72944, -79 }, { 72628, -78 },
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{ 72316, -78 }, { 72005, -77 }, { 71697, -76 }, { 71393, -76 }, { 71090, -75 }, { 70789, -74 }, { 70493, -74 }, { 70197, -73 },
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{ 69906, -73 }, { 69615, -72 }, { 69327, -71 }, { 69042, -71 }, { 68759, -70 }, { 68479, -70 }, { 68200, -69 }, { 67925, -69 },
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{ 67650, -68 }, { 67378, -67 }, { 67109, -67 }, { 66841, -66 }, { 66577, -66 }, { 66313, -65 }, { 66052, -65 }, { 65793, -64 },
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};
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// w must be a normal float24. Returns a float24 (q has 16 significant bits, or is 2^16).
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float GERecip(float w) {
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uint32_t bits;
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memcpy(&bits, &w, sizeof(bits));
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const uint32_t i = (bits >> 8) & 0x7FFF;
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const int e = (int)((bits >> 23) & 0xFF) - 127; // |w| = 1.i * 2^e
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const GERecipSegment &seg = geRecipSegments[i >> 8];
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const int32_t q = (64 * seg.b + 63 + seg.m * (int32_t)(i & 255)) >> 7; // 1 / 1.i in units of 2^-16
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return copysign(ldexpf((float)q, -16 - e), w);
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}
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// The GE's reciprocal square root (gpu/probe exp69, bit exact): for d = 1.i * 2^E, segment i >> 8 of the
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// table for E's parity, linearly interpolated like GERecip by the low 8 bits. Even E stores 1 / sqrt(1.i),
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// odd E 1 / sqrt(2 * 1.i), both in units of 2^-16.
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static const GERecipSegment geRsqrtSegments[2][128] = {
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{
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{ 131072, -127 }, { 130562, -125 }, { 130059, -124 }, { 129562, -122 }, { 129070, -121 }, { 128584, -120 }, { 128103, -118 }, { 127628, -117 },
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{ 127158, -116 }, { 126693, -114 }, { 126233, -113 }, { 125778, -112 }, { 125328, -111 }, { 124883, -110 }, { 124443, -108 }, { 124007, -107 },
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{ 123575, -106 }, { 123149, -105 }, { 122726, -104 }, { 122308, -103 }, { 121894, -102 }, { 121484, -101 }, { 121079, -100 }, { 120677, -99 },
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{ 120279, -98 }, { 119886, -97 }, { 119496, -96 }, { 119110, -95 }, { 118727, -94 }, { 118349, -93 }, { 117974, -92 }, { 117602, -92 },
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{ 117234, -91 }, { 116869, -90 }, { 116508, -89 }, { 116150, -88 }, { 115795, -87 }, { 115444, -87 }, { 115096, -86 }, { 114751, -85 },
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{ 114409, -84 }, { 114070, -83 }, { 113734, -83 }, { 113400, -82 }, { 113070, -81 }, { 112743, -81 }, { 112419, -80 }, { 112097, -79 },
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{ 111778, -79 }, { 111462, -78 }, { 111148, -77 }, { 110837, -77 }, { 110529, -76 }, { 110223, -75 }, { 109920, -75 }, { 109619, -74 },
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{ 109321, -73 }, { 109025, -73 }, { 108732, -72 }, { 108441, -72 }, { 108152, -71 }, { 107865, -71 }, { 107581, -70 }, { 107299, -69 },
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{ 107019, -69 }, { 106742, -68 }, { 106466, -68 }, { 106193, -67 }, { 105922, -67 }, { 105652, -66 }, { 105385, -66 }, { 105120, -65 },
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{ 104857, -65 }, { 104596, -64 }, { 104337, -64 }, { 104079, -63 }, { 103824, -63 }, { 103570, -62 }, { 103319, -62 }, { 103069, -62 },
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{ 102821, -61 }, { 102575, -61 }, { 102330, -60 }, { 102087, -60 }, { 101846, -59 }, { 101607, -59 }, { 101369, -59 }, { 101133, -58 },
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{ 100899, -58 }, { 100666, -57 }, { 100435, -57 }, { 100205, -56 }, { 99977, -56 }, { 99751, -56 }, { 99526, -55 }, { 99303, -55 },
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{ 99081, -55 }, { 98860, -54 }, { 98641, -54 }, { 98424, -54 }, { 98208, -53 }, { 97993, -53 }, { 97780, -52 }, { 97568, -52 },
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{ 97357, -52 }, { 97148, -51 }, { 96940, -51 }, { 96734, -51 }, { 96529, -50 }, { 96325, -50 }, { 96122, -50 }, { 95921, -50 },
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{ 95721, -49 }, { 95522, -49 }, { 95325, -49 }, { 95128, -48 }, { 94933, -48 }, { 94739, -48 }, { 94546, -47 }, { 94355, -47 },
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{ 94164, -47 }, { 93975, -47 }, { 93787, -46 }, { 93600, -46 }, { 93414, -46 }, { 93229, -45 }, { 93046, -45 }, { 92863, -45 }
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},
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{
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{ 92681, -89 }, { 92321, -88 }, { 91966, -87 }, { 91614, -86 }, { 91266, -85 }, { 90923, -84 }, { 90583, -84 }, { 90247, -83 },
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{ 89914, -82 }, { 89585, -81 }, { 89260, -80 }, { 88939, -79 }, { 88620, -78 }, { 88306, -77 }, { 87994, -77 }, { 87686, -76 },
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{ 87381, -75 }, { 87079, -74 }, { 86780, -73 }, { 86485, -73 }, { 86192, -72 }, { 85902, -71 }, { 85615, -70 }, { 85331, -70 },
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{ 85050, -69 }, { 84772, -68 }, { 84496, -68 }, { 84223, -67 }, { 83953, -66 }, { 83685, -66 }, { 83420, -65 }, { 83157, -65 },
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{ 82897, -64 }, { 82639, -63 }, { 82383, -63 }, { 82130, -62 }, { 81880, -62 }, { 81631, -61 }, { 81385, -61 }, { 81141, -60 },
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{ 80899, -59 }, { 80659, -59 }, { 80422, -58 }, { 80186, -58 }, { 79953, -57 }, { 79721, -57 }, { 79492, -56 }, { 79264, -56 },
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{ 79039, -55 }, { 78815, -55 }, { 78594, -54 }, { 78374, -54 }, { 78156, -54 }, { 77940, -53 }, { 77725, -53 }, { 77512, -52 },
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{ 77302, -52 }, { 77092, -51 }, { 76885, -51 }, { 76679, -51 }, { 76475, -50 }, { 76272, -50 }, { 76071, -49 }, { 75872, -49 },
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{ 75674, -49 }, { 75478, -48 }, { 75283, -48 }, { 75090, -47 }, { 74898, -47 }, { 74707, -47 }, { 74519, -46 }, { 74331, -46 },
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{ 74145, -46 }, { 73960, -45 }, { 73777, -45 }, { 73595, -45 }, { 73415, -44 }, { 73235, -44 }, { 73057, -44 }, { 72881, -43 },
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{ 72705, -43 }, { 72531, -43 }, { 72358, -42 }, { 72186, -42 }, { 72016, -42 }, { 71847, -42 }, { 71679, -41 }, { 71512, -41 },
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{ 71346, -41 }, { 71181, -40 }, { 71018, -40 }, { 70856, -40 }, { 70694, -40 }, { 70534, -39 }, { 70375, -39 }, { 70217, -39 },
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{ 70060, -38 }, { 69905, -38 }, { 69750, -38 }, { 69596, -38 }, { 69443, -37 }, { 69291, -37 }, { 69141, -37 }, { 68991, -37 },
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{ 68842, -36 }, { 68694, -36 }, { 68547, -36 }, { 68401, -36 }, { 68256, -36 }, { 68112, -35 }, { 67969, -35 }, { 67826, -35 },
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{ 67685, -35 }, { 67544, -34 }, { 67405, -34 }, { 67266, -34 }, { 67128, -34 }, { 66991, -34 }, { 66854, -33 }, { 66719, -33 },
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{ 66584, -33 }, { 66450, -33 }, { 66317, -33 }, { 66185, -32 }, { 66054, -32 }, { 65923, -32 }, { 65793, -32 }, { 65664, -32 }
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},
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};
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// d must be a positive normal float24.
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float GERsqrt(float d) {
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uint32_t bits;
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memcpy(&bits, &d, sizeof(bits));
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const uint32_t i = (bits >> 8) & 0x7FFF;
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const int e = (int)((bits >> 23) & 0xFF) - 127;
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const GERecipSegment &seg = geRsqrtSegments[e & 1][i >> 8];
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const int32_t q = (64 * seg.b + 63 + seg.m * (int32_t)(i & 255)) >> 7;
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return ldexpf((float)q, -16 - (e >> 1));
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}
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// How the GE adds two float24s, such as a product and a matrix translation or the viewport center:
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// the adder has no guard bits, so the smaller term is truncated to the precision of the larger one.
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// Clearing the low 8 + (exponent difference) bits of each does that, and the float sum is then exact.
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static inline float GEAdd(float a, float b) {
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uint32_t ba, bb;
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memcpy(&ba, &a, sizeof(ba));
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memcpy(&bb, &b, sizeof(bb));
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const int ea = (ba >> 23) & 0xFF;
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const int eb = (bb >> 23) & 0xFF;
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if (ea == 0 || eb == 0) {
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// Zero (or denormal, which the GE treats as zero) leaves the other term alone.
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return ea == 0 ? (eb == 0 ? 0.0f : TruncateToFloat24(b)) : TruncateToFloat24(a);
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}
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const int emax = std::max(ea, eb);
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const int na = 8 + emax - ea;
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const int nb = 8 + emax - eb;
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ba = na >= 24 ? (ba & 0x80000000) : (ba & ~((1U << na) - 1));
|
|
bb = nb >= 24 ? (bb & 0x80000000) : (bb & ~((1U << nb) - 1));
|
|
memcpy(&a, &ba, sizeof(a));
|
|
memcpy(&b, &bb, sizeof(b));
|
|
return a + b;
|
|
}
|
|
|
|
// One term of a matrix row as the GE keeps it: the exact product, truncated at a fixed bit weight,
|
|
// 2^-15 below the inputs' exponents combined. A significand product of 2 or more keeps a 17th bit.
|
|
struct GERowTerm {
|
|
double value;
|
|
int lsbExp;
|
|
};
|
|
|
|
static inline GERowTerm GEProduct(float a, float b) {
|
|
if (a == 0.0f || b == 0.0f) {
|
|
return { 0.0, INT_MIN };
|
|
}
|
|
int ea, eb;
|
|
frexpf(a, &ea);
|
|
frexpf(b, &eb);
|
|
const int lsbExp = (ea - 1) + (eb - 1) - 15;
|
|
return { ldexp(trunc(ldexp((double)a * b, -lsbExp)), lsbExp), lsbExp };
|
|
}
|
|
|
|
// The GE sums a matrix row in one go, with no order: every term is truncated to the bit weight of the
|
|
// term with the largest one, then they're added exactly, and the result becomes a float24.
|
|
static inline float GERowSum(const GERowTerm *terms, int count) {
|
|
int lsbExp = INT_MIN;
|
|
for (int i = 0; i < count; ++i) {
|
|
lsbExp = std::max(lsbExp, terms[i].lsbExp);
|
|
}
|
|
if (lsbExp == INT_MIN) {
|
|
return 0.0f;
|
|
}
|
|
double sum = 0.0;
|
|
for (int i = 0; i < count; ++i) {
|
|
sum += ldexp(trunc(ldexp(terms[i].value, -lsbExp)), lsbExp);
|
|
}
|
|
return TruncateToFloat24((float)sum);
|
|
}
|
|
|
|
float GEAddFloat24(float a, float b) {
|
|
return TruncateToFloat24(GEAdd(a, b));
|
|
}
|
|
|
|
// A dot product as the GE's dot product unit sums it (like a matrix row without translation).
|
|
float GEDot(const Vec3f &a, const Vec3f &b) {
|
|
GERowTerm terms[3] = {
|
|
GEProduct(TruncateToFloat24(a.x), TruncateToFloat24(b.x)),
|
|
GEProduct(TruncateToFloat24(a.y), TruncateToFloat24(b.y)),
|
|
GEProduct(TruncateToFloat24(a.z), TruncateToFloat24(b.z)),
|
|
};
|
|
return GERowSum(terms, 3);
|
|
}
|
|
|
|
// Normalizes like the GE (gpu/probe exp69, exp61): the squared length summed like a dot product, then
|
|
// each component times GERsqrt of it, as a float24. Returns the length, d2 * GERsqrt(d2) (0 leaves v alone).
|
|
float GENormalize(Vec3f &v) {
|
|
const float d2 = GEDot(v, v);
|
|
if (!(d2 > 0.0f) || !std::isfinite(d2))
|
|
return 0.0f;
|
|
const float r = GERsqrt(d2);
|
|
for (int i = 0; i < 3; ++i)
|
|
v[i] = ProductToFloat24((double)TruncateToFloat24(v[i]) * r);
|
|
return ProductToFloat24((double)d2 * r);
|
|
}
|
|
|
|
// 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 world space component, summed like a clip space row.
|
|
static float GEWorldComponent(const Vec3f &v, int c) {
|
|
const float *m = gstate.worldMatrix;
|
|
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);
|
|
}
|
|
|
|
// 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 <bool depthClamp, bool alwaysCheckRange>
|
|
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<true, true>(Vec3f(x, y, z), coords, outside_range_flag);
|
|
}
|
|
return ClipToScreenInternal<false, true>(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;
|
|
}
|
|
}
|
|
state->lightingState.viewDir = PSPViewDirection(gstate.viewMatrix);
|
|
|
|
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<true, false>;
|
|
else
|
|
state->roundToScreen = &ClipToScreenInternal<false, false>;
|
|
}
|
|
|
|
#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) {
|
|
WorldCoords worldpos;
|
|
|
|
if (MatrixMode(state.matrixMode) == MatrixMode::WORLD_TO_CLIP) {
|
|
worldpos = TransformUnit::ModelToWorld(pos);
|
|
}
|
|
// 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;
|
|
|
|
Vec3<float> worldnormal;
|
|
if (state.lightingState.usesWorldNormal) {
|
|
worldnormal = TransformUnit::ModelToWorldNormal(normal);
|
|
if (GENormalize(worldnormal) == 0.0f)
|
|
worldnormal = Vec3f(0.0f, 0.0f, 1.0f);
|
|
}
|
|
|
|
// 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, worldpos, worldnormal, state.lightingState.viewDir);
|
|
}
|
|
|
|
PROFILE_THIS_SCOPE("light");
|
|
if (state.enableLighting)
|
|
Lighting::Process(vertex.v, worldpos, worldnormal, 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;
|
|
}
|
|
}
|
|
|
|
// 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. 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;
|
|
float bones[8][12];
|
|
for (int b = 0; b < nweights; ++b) {
|
|
const float w = TruncateToFloat24(ReadRawWeight(in + dec.weightoff, dec.weighttype, b));
|
|
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] = ReadRawComponent(in + dec.posoff, dec.pos, i);
|
|
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] = ReadRawComponent(in + dec.nrmoff, dec.nrm, i);
|
|
skin(nrm, false, skinned);
|
|
memcpy(out + fmt.nrmoff, skinned, sizeof(skinned));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Morphing as the GE does it (gpu/probe exp67, bit exact for positions): each frame's value times its
|
|
// weight as a float24, summed in frame order with the GE's adder. Overwrites the decoder's float result
|
|
// for positions and normals.
|
|
static void ApplyGEMorph(u8 *decoded, const VertexDecoder &dec, const u8 *raw, int count) {
|
|
const DecVtxFormat &fmt = dec.GetDecVtxFmt();
|
|
auto morph = [&](const u8 *in, int off, int cfmt, float dst[3]) {
|
|
for (int c = 0; c < 3; ++c) {
|
|
float acc = 0.0f;
|
|
for (int k = 0; k < dec.morphcount; ++k) {
|
|
const float v = TruncateToFloat24(ReadRawComponent(in + k * dec.onesize_ + off, cfmt, 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));
|
|
}
|
|
dst[c] = acc;
|
|
}
|
|
};
|
|
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));
|
|
}
|
|
}
|
|
}
|
|
|
|
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.weighttype != 0 && !vdecoder.throughmode && vdecoder.morphcount == 1)
|
|
ApplyGESkinning(base, vdecoder, raw, count);
|
|
else if (vdecoder.morphcount > 1 && vdecoder.weighttype == 0 && !vdecoder.throughmode)
|
|
ApplyGEMorph(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<ClipVertexData> cached_;
|
|
bool useIndices_ = false;
|
|
bool useCache_ = false;
|
|
};
|
|
|
|
// Static to reduce allocations mid-frame.
|
|
std::vector<ClipVertexData> 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::RectangleCoverageMatchesTriangles(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::RectangleCoverageMatchesTriangles(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::RectangleCoverageMatchesTriangles(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);
|
|
}
|