Files
ppsspp/GPU/Software/TransformUnit.cpp
T
Henrik RydgårdandClaude Opus 5.5 5151e5d10f SoftGPU: Transform vertex positions four at a time
A draw's vertices now go through the position stage of ReadVertex (the
clip coordinates, the viewport, the screen rounding and the GE's fog)
four at a time, a vertex per lane, before the rest. GERowSumLanes is
GERowSum4 with a lane per vertex instead of per matrix row, sharing the
positions' parts between the five rows, and GERecip4 is GERecip for four
w's. A group with a lane those don't handle (non-finite coordinates, a
w that's zero, denormal or too large) goes through ReadVertex as before.

Wipeout takes 3.8 s for five emulated seconds (from 4.2 s), God of War
4.7 s (from 5.0 s).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 13:44:48 +02:00

1375 lines
52 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
#include <cfloat>
#include <climits>
#include <cmath>
#include "Common/Common.h"
#include "Common/CPUDetect.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Math/math_util.h"
#include "Common/MemoryUtil.h"
#include "Common/Profiler/Profiler.h"
#include "GPU/GPUState.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/VertexDecoderCommon.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/Common/TransformCommon.h"
#include "GPU/Common/VertexReader.h"
#include "GPU/GPUStateSIMDUtil.h"
#include "Common/Math/SIMDHeaders.h"
#include "GPU/Software/BinManager.h"
#include "GPU/Software/Clipper.h"
#include "GPU/Software/Lighting.h"
#include "GPU/Software/RasterizerRectangle.h"
#include "GPU/Software/TransformUnit.h"
// For the SSE4 stuff
#if PPSSPP_ARCH(SSE2)
#include <smmintrin.h>
#endif
#define TRANSFORM_BUF_SIZE (65536 * 48)
TransformUnit::TransformUnit() {
decoded_ = (u8 *)AllocateAlignedMemory(TRANSFORM_BUF_SIZE, 16);
_assert_(decoded_);
binner_ = new BinManager();
}
TransformUnit::~TransformUnit() {
FreeAlignedMemory(decoded_);
delete binner_;
}
SoftwareDrawEngine::SoftwareDrawEngine() {
flushOnParams_ = false;
// Our DispatchSubmitPrim decodes by itself.
curvesPredecoded_ = false;
}
SoftwareDrawEngine::~SoftwareDrawEngine() {}
void SoftwareDrawEngine::NotifyConfigChanged() {
DrawEngineCommon::NotifyConfigChanged();
}
void SoftwareDrawEngine::Flush() {
transformUnit.Flush(gpuCommon_, "debug");
}
void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) {
_assert_msg_(clockwise, "Mixed cull mode not supported.");
transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this);
}
void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) {
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
int flipCull = cullMode != gstate.getCullMode() ? 1 : 0;
// TODO: For now, just setting all dirty.
transformUnit.SetDirty(SoftDirty(-1));
gstate.cullmode ^= flipCull;
// TODO: This is a bit ugly. Should bypass when clipping...
uint32_t xScale = gstate.viewportxscale;
uint32_t xCenter = gstate.viewportxcenter;
uint32_t yScale = gstate.viewportyscale;
uint32_t yCenter = gstate.viewportycenter;
uint32_t zScale = gstate.viewportzscale;
uint32_t zCenter = gstate.viewportzcenter;
// Force scale to 1 and center to zero.
gstate.viewportxscale = (GE_CMD_VIEWPORTXSCALE << 24) | 0x3F8000;
gstate.viewportxcenter = (GE_CMD_VIEWPORTXCENTER << 24) | 0x000000;
gstate.viewportyscale = (GE_CMD_VIEWPORTYSCALE << 24) | 0x3F8000;
gstate.viewportycenter = (GE_CMD_VIEWPORTYCENTER << 24) | 0x000000;
// Z we scale to 65535 for neg z clipping.
gstate.viewportzscale = (GE_CMD_VIEWPORTZSCALE << 24) | 0x477FFF;
gstate.viewportzcenter = (GE_CMD_VIEWPORTZCENTER << 24) | 0x000000;
// Before we start, submit 0 prims to reset the prev prim type.
// Following submits will always be KEEP_PREVIOUS.
if (!continuation)
transformUnit.SubmitPrimitive(nullptr, nullptr, prim, 0, vertTypeID, nullptr, this);
for (int i = 0; i < vertexCount; i++) {
ClipVertexData vert;
vert.clippos = ClipCoords(buffer[i].pos);
vert.v.texturecoords.x = buffer[i].u;
vert.v.texturecoords.y = buffer[i].v;
vert.v.texturecoords.z = buffer[i].uv_w;
if (gstate.isModeThrough()) {
vert.v.texturecoords.x *= gstate.getTextureWidth(0);
vert.v.texturecoords.y *= gstate.getTextureHeight(0);
} else {
vert.clippos.z *= 1.0f / 65535.0f;
}
vert.v.clipw = buffer[i].pos_w;
vert.v.color0 = buffer[i].color0_32;
vert.v.color1 = gstate.isUsingSecondaryColor() && !gstate.isModeThrough() ? buffer[i].color1_32 : 0;
vert.v.fogdepth = buffer[i].fog;
vert.v.screenpos.x = (int)(buffer[i].x * 16.0f);
vert.v.screenpos.y = (int)(buffer[i].y * 16.0f);
vert.v.screenpos.z = (u16)(u32)buffer[i].z;
transformUnit.SubmitImmVertex(vert, this);
}
gstate.viewportxscale = xScale;
gstate.viewportxcenter = xCenter;
gstate.viewportyscale = yScale;
gstate.viewportycenter = yCenter;
gstate.viewportzscale = zScale;
gstate.viewportzcenter = zCenter;
gstate.cullmode ^= flipCull;
// TODO: Should really clear, but a bunch of values are forced so we this is safest.
transformUnit.SetDirty(SoftDirty(-1));
}
VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode());
return DrawEngineCommon::GetVertexDecoder(vertTypeID);
}
// The clip space position from the combined matrix's rows (gpu/probe exp32, exp34, exp42), each component
// summed like a matrix row, the four at once. The position is (x, y, z, 1); the translation is a term of its own.
static inline Vec4F32 GEClipPosition(Vec4F32 pos, const GERowSumRows &rows) {
return GERowSum4<4>(pos, rows);
}
// The texture coordinates from the 4x3 texture matrix's rows, summed like clip space rows (gpu/probe exp64).
// The source is (x, y, z, 1).
static inline Vec3Packedf GETexGen(Vec4F32 source, const GERowSumRows &rows) {
alignas(16) float out[4];
GERowSum4<4>(source, rows).Store(out);
return Vec3Packedf(out[0], out[1], out[2]);
}
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) {
// A vertex the near plane clips away (z < -w) doesn't set the flag, even for x and y. One exactly on
// the plane isn't clipped, so its range counts (gpu/clipping/guardband).
// Written as a test for inside, so a NaN coordinate is outside: converting it to an integer below differs
// by CPU, and on x86-64 its triangles became huge slivers.
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];
// The same, taken apart for GEClipPosition, and its columns (a clip coordinate each) for PreparePositions4.
GERowSumRows clipRows;
GERowSumEntries clipEntries[4];
// The world matrix's rows, for the normal: each component summed like a matrix row (gpu/probe exp61).
GERowSumRows worldNormalRows;
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;
GERowSumRows viewZRows;
GERowSumEntries viewZEntries;
float fogEnd;
float fogSlope;
Vec3f screenScale;
Vec3f screenAdd;
// The same in lanes 0-2 for GEViewport3, when all are finite float24s.
bool viewport3;
Vec4F32 screenScale4;
Vec4F32 screenAdd4;
bool depthClamp;
// The position stage can be done four vertices at a time (PreparePositions4).
bool prepare4;
// The texture matrix's rows, for GETexGen.
GERowSumRows tgenRows;
struct {
bool enableTransform : 1;
bool enableLighting : 1;
bool enableFog : 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->geUVScale = !vreader.isThrough() && gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_COORDS && !gstate.isModeClear() && gstate.isTextureMapEnabled();
state->uvScale[0] = TruncateToFloat24(getFloat24(gstate.texscaleu));
state->uvScale[1] = TruncateToFloat24(getFloat24(gstate.texscalev));
state->uvOffset[0] = TruncateToFloat24(getFloat24(gstate.texoffsetu));
state->uvOffset[1] = TruncateToFloat24(getFloat24(gstate.texoffsetv));
state->negateNormals = gstate.areNormalsReversed();
state->uvGenMode = gstate.getUVGenMode();
if (state->uvGenMode == GE_TEXMAP_UNKNOWN)
state->uvGenMode = GE_TEXMAP_TEXTURE_COORDS;
if (state->enableTransform) {
bool canSkipWorldPos = true;
if (state->enableLighting) {
Lighting::ComputeState(&state->lightingState, vreader.hasColor0());
canSkipWorldPos = !state->lightingState.usesWorldPos;
} else {
state->lightingState.usesWorldNormal = state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP;
}
if (state->uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
// Shade mapping uses the light vector as lighting sees it, which depends on position for other lights.
if (!gstate.isDirectionalLight(gstate.getUVLS0()) || !gstate.isDirectionalLight(gstate.getUVLS1())) {
canSkipWorldPos = false;
}
}
// The viewer direction (see PSPViewDirection), normalized like the GE does.
alignas(16) float viewDir[4] = { gstate.viewMatrix[2], gstate.viewMatrix[5], gstate.viewMatrix[8], 0.0f };
Vec4F32 dir = Vec4F32::Load(viewDir);
if (GENormalize4(dir) == 0.0f) {
viewDir[0] = viewDir[1] = 0.0f;
viewDir[2] = 1.0f;
dir = Vec4F32::Load(viewDir);
}
state->lightingState.viewDir = dir;
if (state->uvGenMode == GE_TEXMAP_TEXTURE_MATRIX) {
// Row k is m[3k..3k+2], padded so the last load stays inside.
alignas(16) float padded[13];
memcpy(padded, gstate.tgenMatrix, 12 * sizeof(float));
padded[12] = 0.0f;
Vec4F32 rows[4];
for (int k = 0; k < 4; ++k)
rows[k] = Vec4F32::Load(padded + 3 * k);
state->tgenRows.Set(rows);
}
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);
const float *m = state->matrix;
const Vec4F32 clipRows[4] = { Vec4F32::Load(m), Vec4F32::Load(m + 4), Vec4F32::Load(m + 8), Vec4F32::Load(m + 12) };
state->clipRows.Set(clipRows);
for (int r = 0; r < 4; ++r) {
const float column[4] = { m[r], m[4 + r], m[8 + r], m[12 + r] };
state->clipEntries[r].Set(column);
}
// Row k is m[3k..3k+2]; the fourth lane reads the next row's first entry and goes unused, as does the
// normal's.
const float *w = gstate.worldMatrix;
const Vec4F32 normalRows[4] = { Vec4F32::Load(w), Vec4F32::Load(w + 3), Vec4F32::Load(w + 6), Vec4F32::Zero() };
state->worldNormalRows.Set(normalRows);
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);
Vec4F32 viewZRows[4];
for (int i = 0; i < 4; ++i)
viewZRows[i] = Vec4F32::Splat(worldview[2 + 4 * i]);
state->viewZRows.Set(viewZRows);
const float viewZ[4] = { worldview[2], worldview[6], worldview[10], worldview[14] };
state->viewZEntries.Set(viewZ);
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());
alignas(16) const float scale4[4] = { state->screenScale.x, state->screenScale.y, state->screenScale.z, 0.0f };
alignas(16) const float add4[4] = { state->screenAdd.x, state->screenAdd.y, state->screenAdd.z, 0.0f };
state->screenScale4 = Vec4F32::Load(scale4);
state->screenAdd4 = Vec4F32::Load(add4);
state->viewport3 = true;
for (int i = 0; i < 3; ++i) {
if (!std::isfinite(scale4[i]) || !std::isfinite(add4[i]) || TruncateToFloat24(scale4[i]) != scale4[i] || TruncateToFloat24(add4[i]) != add4[i])
state->viewport3 = false;
}
}
state->depthClamp = gstate.isDepthClipEnabled();
state->prepare4 = state->enableTransform && state->viewport3 && (!state->enableFog || state->fogGE);
}
// GEViewport of x, y and z (lanes 0-2) at once, z not yet floored. False for the inputs GEViewport doesn't
// take the GE's arithmetic for: a non-finite component, or a w that's zero or denormal.
static inline bool GEViewport3(Vec4F32 clip, const TransformState &state, float out[4]) {
alignas(16) static const int wLane[4] = { 0, 0, 0, -1 };
const Vec4S32 expMask = Vec4S32::Splat(0x7F800000);
const Vec4S32 e = Vec4S32FromBits(clip) & expMask;
if (AnyCompareBitsSet(e.CompareEq(expMask) | (e.CompareEq(Vec4S32::Zero()) & Vec4S32::LoadAligned(wLane))))
return false;
const float recip = GERecip(TruncateToFloat24(clip.GetLane<3>()));
// A zero gives +0 rather than a signed one, which GEAdd doesn't tell apart. Lane 3 ends up zero.
const Vec4F32 ndc = GEMulFloat24x4(clip, Vec4F32::Splat(recip));
GEAdd4(GEMulFloat24x4(ndc, state.screenScale4), state.screenAdd4).Store(out);
return true;
}
#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));
}
// floorf of each lane, for finite ones. A -0 comes out +0.
static inline Vec4F32 Floor4(Vec4F32 v) {
const Vec4F32 t = Vec4F32FromS32(Vec4S32FromF32(v));
const Vec4F32 floored = t - Vec4F32FromBits(t.CompareGt(v) & Vec4S32FromBits(Vec4F32::Splat(1.0f)));
// From 2^23 on, every float is an integer, and the conversion may overflow.
const Vec4S32 big = Vec4F32FromBits(Vec4S32FromBits(v) & Vec4S32::Splat(0x7FFFFFFF)).CompareGe(Vec4F32::Splat(8388608.0f));
return Select(big, v, floored);
}
// ReadVertex's position stage (the clip coordinates, the screen position and fog) for four vertices at once,
// a lane each, from their model positions (x, y, z, 1). False when a lane needs what only ReadVertex does: a
// non-finite clip coordinate, or a w that's zero, denormal or too large for GERecip's usual path. The outputs
// are then undefined. Only with state.prepare4.
static bool PreparePositions4(const Vec4F32 pos[4], const TransformState &state, TransformUnit::PreparedPosition out[4]) {
Vec4F32 a[4] = { pos[0], pos[1], pos[2], pos[3] };
Vec4F32::Transpose(a[0], a[1], a[2], a[3]);
GERowSumLeft left[4];
for (int k = 0; k < 4; ++k)
left[k] = GERowSumLeft::From(a[k]);
Vec4F32 clip[4];
for (int r = 0; r < 4; ++r)
clip[r] = GERowSumLanes<4>(left, a, state.clipEntries[r]);
// GEViewport for x, y and z.
const Vec4S32 expMask = Vec4S32::Splat(0x7F800000);
Vec4S32 bad = Vec4S32::Zero();
for (int r = 0; r < 4; ++r)
bad = bad | (Vec4S32FromBits(clip[r]) & expMask).CompareEq(expMask);
const Vec4F32 recip = GERecip4(clip[3], bad);
if (AnyCompareBitsSet(bad))
return false;
Vec4F32 scaled[3];
for (int c = 0; c < 3; ++c) {
const Vec4F32 ndc = GEMulFloat24x4(clip[c], recip);
scaled[c] = GEAdd4(GEMulFloat24x4(ndc, Vec4F32::Splat(state.screenScale[c])), Vec4F32::Splat(state.screenAdd[c]));
}
Vec4F32 z = Floor4(scaled[2]);
// ClipToScreenInternal.
const Vec4F32 bound = Vec4F32::Splat(4095.0f + (15.5f / 16.0f));
const Vec4F32 zero = Vec4F32::Zero();
const Vec4S32 insideXY = scaled[0].CompareGe(zero) & scaled[1].CompareGe(zero) & scaled[1].CompareLt(bound);
Vec4S32 outside;
if (state.depthClamp) {
// Not for a vertex the near plane clips away.
const Vec4F32 negW = Vec4F32FromBits(Vec4S32FromBits(clip[3]) ^ Vec4S32::Splat((int)0x80000000));
outside = ((insideXY & scaled[0].CompareLt(bound)) ^ Vec4S32::Splat(-1)).AndNot(clip[2].CompareLt(negW));
z = z.Max(zero).Min(Vec4F32::Splat(65535.0f));
} else {
outside = (insideXY & scaled[0].CompareLe(bound) & z.CompareGe(zero) & z.CompareLt(Vec4F32::Splat(65536.0f))) ^ Vec4S32::Splat(-1);
}
alignas(16) int xs[4], ys[4], zs[4], outs[4];
(Vec4S32FromF32(Floor4(scaled[0] * 16.0f)) - Vec4S32::Splat(gstate.getOffsetX16())).StoreAligned(xs);
(Vec4S32FromF32(Floor4(scaled[1] * 16.0f)) - Vec4S32::Splat(gstate.getOffsetY16())).StoreAligned(ys);
(Vec4S32FromF32(z) & Vec4S32::Splat(0xFFFF)).StoreAligned(zs);
outside.StoreAligned(outs);
alignas(16) float fog[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if (state.enableFog) {
// The GE's fog (state.prepare4 leaves the other kind to ReadVertex).
const Vec4F32 viewZ = GERowSumLanes<4>(left, a, state.viewZEntries);
Vec4F32 f = GEMulFloat24x4(TruncateToFloat24x4(GEAdd4(viewZ, Vec4F32::Splat(state.fogEnd))), Vec4F32::Splat(state.fogSlope));
f.StoreAligned(fog);
for (int i = 0; i < 4; ++i)
fog[i] = GEFogFactor(fog[i]) * (1.0f / 256.0f);
}
Vec4F32::Transpose(clip[0], clip[1], clip[2], clip[3]);
for (int i = 0; i < 4; ++i) {
clip[i].Store(out[i].clippos.AsArray());
out[i].screenpos = ScreenCoords(xs[i], ys[i], (u16)zs[i]);
out[i].fogdepth = fog[i];
out[i].outside = outs[i] != 0;
out[i].valid = true;
}
return true;
}
// Writes straight into the destination: building the vertex in a temporary and copying it reloads its
// fields with wider loads than they were stored with, which stalls.
void TransformUnit::ReadVertex(const VertexReader &vreader, const TransformState &state, VertexCarry &carry, ClipVertexData &vertex, const PreparedPosition *prepared) {
PROFILE_THIS_SCOPE("read_vert");
// (x, y, z, 1), the left operands of the transform's rows.
Vec4F32 pos = vreader.ReadPosOne();
// A format without UVs uses the last ones read, by any draw, textured or not. They're kept as read, and
// scaled with the scale and offset of the draw using them (gpu/vertices/carry).
if (vreader.hasUV()) {
// Through a local: storing the two floats and reloading them as one stalls.
float uv[2];
vreader.ReadUV(uv);
carry.tc = Vec3Packedf(uv[0], uv[1], 0.0f);
vertex.v.texturecoords = Vec3Packedf(uv[0], uv[1], 0.0f);
} else {
vertex.v.texturecoords = carry.tc;
}
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]));
}
}
// Carried the same way (gpu/vertices/carry). Lane 3 is undefined.
if (vreader.hasNormal())
vreader.ReadNrmF32().Store(carry.normal);
Vec4F32 normal = Vec4F32::Load(carry.normal);
if (state.negateNormals)
normal = Vec4F32FromBits(Vec4S32FromBits(normal) ^ Vec4S32::Splat((int)0x80000000));
if (vreader.hasColor0()) {
vertex.v.color0 = vreader.ReadColor0_8888();
} else {
vertex.v.color0 = gstate.getMaterialAmbientRGBA();
}
vertex.v.color1 = 0;
if (state.enableTransform && prepared && prepared->valid) {
vertex.clippos = prepared->clippos;
vertex.v.screenpos = prepared->screenpos;
if (prepared->outside) {
vertex.v.screenpos.x = 0x7FFFFFFF;
return;
}
vertex.v.fogdepth = prepared->fogdepth;
} else if (state.enableTransform) {
// Clip coordinates with the GE's precision; the Test Drive map depends on it together with the
// depth math below (#12786).
Vec4F32 clip = GEClipPosition(pos, state.clipRows);
clip.Store(vertex.clippos.AsArray());
alignas(16) float scaled[4];
if (state.viewport3 && GEViewport3(clip, state, scaled)) {
scaled[2] = floorf(scaled[2]);
} else {
scaled[0] = GEViewport(vertex.clippos.x, vertex.clippos.w, state.screenScale.x, state.screenAdd.x);
scaled[1] = GEViewport(vertex.clippos.y, vertex.clippos.w, state.screenScale.y, state.screenAdd.y);
scaled[2] = GEScreenZ(vertex.clippos.z, vertex.clippos.w, state.screenScale.z, state.screenAdd.z);
}
const Vec3f screenScaled(scaled[0], scaled[1], scaled[2]);
bool outside_range_flag = false;
if (state.depthClamp)
vertex.v.screenpos = ClipToScreenInternal<true, false>(screenScaled, vertex.clippos, &outside_range_flag);
else
vertex.v.screenpos = ClipToScreenInternal<false, false>(screenScaled, vertex.clippos, &outside_range_flag);
if (outside_range_flag) {
// We use this, essentially, as the flag.
vertex.v.screenpos.x = 0x7FFFFFFF;
return;
}
if (state.enableFog && state.fogGE) {
const float viewZ = GERowSum4<4>(pos, state.viewZRows).GetLane<0>();
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, Vec3f(pos.GetLane<0>(), pos.GetLane<1>(), pos.GetLane<2>()))) * (1.0f / 256.0f);
} else {
vertex.v.fogdepth = 1.0f;
}
}
if (state.enableTransform) {
vertex.v.clipw = vertex.clippos.w;
// The normal stays as the world matrix leaves it: lighting scales its dot products by the
// reciprocal length instead (gpu/probe exp3, world matrix cases).
Vec4F32 worldnormal = Vec4F32::Zero();
float normalRsqrt = 1.0f;
if (state.lightingState.usesWorldNormal) {
worldnormal = GERowSum4<3>(normal, state.worldNormalRows);
const float len2 = GEDot3(worldnormal, worldnormal);
if (len2 > 0.0f && std::isfinite(len2)) {
normalRsqrt = GERsqrt(len2);
} else if (len2 != 0.0f) {
static const float zAxis[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
worldnormal = Vec4F32::Load(zAxis);
}
// A zero normal stays zero: no diffuse or specular from any light (gpu/probe exp173; SOCOM
// UCES01242 has meshes without normals but lit).
}
// Time to generate some texture coords. Lighting will handle shade mapping.
if (state.uvGenMode == GE_TEXMAP_TEXTURE_MATRIX) {
Vec4F32 source = pos;
switch (gstate.getUVProjMode()) {
case GE_PROJMAP_POSITION:
source = pos;
break;
case GE_PROJMAP_UV:
{
alignas(16) const float uv[4] = { vertex.v.texturecoords.u(), vertex.v.texturecoords.v(), 0.0f, 1.0f };
source = Vec4F32::Load(uv);
break;
}
case GE_PROJMAP_NORMALIZED_NORMAL:
// This does not use 0, 0, 1 if length is zero.
source = normal;
GENormalize4(source);
source = source.WithLane3One();
break;
case GE_PROJMAP_NORMAL:
source = normal.WithLane3One();
break;
}
// Note that UV scale/offset are not used in this mode.
vertex.v.texturecoords = GETexGen(source, state.tgenRows);
} else if (state.uvGenMode == GE_TEXMAP_ENVIRONMENT_MAP) {
Lighting::GenerateLightST(vertex.v, pos, worldnormal, normalRsqrt, state.lightingState.viewDir);
}
PROFILE_THIS_SCOPE("light");
if (state.enableLighting)
Lighting::Process(vertex.v, pos, worldnormal, normalRsqrt, state.lightingState);
} else {
alignas(16) float posv[4];
pos.Store(posv);
vertex.v.screenpos.x = (int)(posv[0] * SCREEN_SCALE_FACTOR);
vertex.v.screenpos.y = (int)(posv[1] * SCREEN_SCALE_FACTOR);
vertex.v.screenpos.z = posv[2];
vertex.v.clipw = 1.0f;
vertex.v.fogdepth = 1.0f;
}
}
void TransformUnit::SetDirty(SoftDirty flags) {
binner_->SetDirty(flags);
}
SoftDirty TransformUnit::GetDirty() {
return binner_->GetDirty();
}
static float ReadRawComponent(const u8 *p, int fmt, int i) {
switch (fmt) {
case 1: return ((const s8 *)p)[i] * (1.0f / 128.0f);
case 2: { s16 v; memcpy(&v, p + 2 * i, 2); return v * (1.0f / 32768.0f); }
case 3: { float v; memcpy(&v, p + 4 * i, 4); return v; }
default: return 0.0f;
}
}
static float ReadRawWeight(const u8 *p, int fmt, int i) {
switch (fmt) {
case 1: return p[i] * (1.0f / 128.0f);
case 2: { u16 v; memcpy(&v, p + 2 * i, 2); return v * (1.0f / 32768.0f); }
case 3: { float v; memcpy(&v, p + 4 * i, 4); return v; }
default: return 0.0f;
}
}
// One morphed component as the GE computes it (gpu/probe exp67, exp107): each frame's value times its
// weight as a float24, summed in frame order with the GE's adder.
template <typename Read>
static float GEMorphComponent(const VertexDecoder &dec, const u8 *in, int off, int c, Read read) {
float acc = 0.0f;
for (int k = 0; k < dec.morphcount; ++k) {
const float v = TruncateToFloat24(read(in + k * dec.onesize_ + off, c));
const float w = TruncateToFloat24(gstate_c.morphWeights[k]);
const float term = v == 0.0f || w == 0.0f ? 0.0f : ProductToFloat24((double)v * w);
if (term != 0.0f)
acc = acc == 0.0f ? term : TruncateToFloat24(GEAdd(acc, term));
}
return acc;
}
// Skinning as the GE does it (gpu/probe exp68, exp70, exp71, bit exact): each bone matrix is scaled by
// its weight, every entry a float24 product, and one accumulator then runs through all the bones in
// order, adding each bone's translation, then x, y and z times its column, with the GE's adder.
// Normals the same without the translation. With morph targets, the morph comes first, weights included
// (gpu/probe exp108). Overwrites what the vertex decoder skinned in float.
static void ApplyGESkinning(u8 *decoded, const VertexDecoder &dec, const u8 *raw, int count) {
const DecVtxFormat &fmt = dec.GetDecVtxFmt();
const int nweights = dec.nweights;
const bool hasPos = dec.pos != 0;
const bool hasNrm = dec.nrm && fmt.nrmfmt == DEC_FLOAT_3;
for (int v = 0; v < count; ++v) {
const u8 *in = raw + v * dec.VertexSize();
u8 *out = decoded + v * fmt.stride;
auto component = [&](int off, int c, auto read) {
return dec.morphcount > 1 ? GEMorphComponent(dec, in, off, c, read) : read(in + off, c);
};
float weights[8];
for (int b = 0; b < nweights; ++b)
weights[b] = TruncateToFloat24(component(dec.weightoff, b, [&](const u8 *p, int i) { return ReadRawWeight(p, dec.weighttype, i); }));
float pos[3]{}, nrm[3]{};
for (int i = 0; i < 3; ++i) {
if (hasPos)
pos[i] = component(dec.posoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.pos, c); });
if (hasNrm)
nrm[i] = component(dec.nrmoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.nrm, c); });
}
// The x, y and z components go in lanes 0-2. Each one is a chain of GEAdds in a fixed order: per bone, the
// translation, then the three products. GEAdd drops a GEProduct's 17th bit, so float24 products give the
// same sums. The position's and the normal's chains are independent, interleaved.
Vec4F32 accPos, accNrm;
auto skin = [&](auto mul, auto add) {
accPos = Vec4F32::Zero();
accNrm = Vec4F32::Zero();
for (int b = 0; b < nweights; ++b) {
const float w = weights[b];
if (w == 0.0f)
continue;
// The bone's rows (matrix entries 3j..3j+2, the translation j = 3), times its weight.
const float *m = gstate.boneMatrix + b * 12;
const Vec4F32 wv = Vec4F32::Splat(w);
Vec4F32 rows[4];
for (int j = 0; j < 4; ++j)
rows[j] = mul(wv, Vec4F32::Load(m + 3 * j).WithLane3Zero());
accPos = add(accPos, rows[3]);
for (int j = 0; j < 3; ++j) {
accPos = add(accPos, mul(Vec4F32::Splat(pos[j]), rows[j]));
if (hasNrm)
accNrm = add(accNrm, mul(Vec4F32::Splat(nrm[j]), rows[j]));
}
}
};
// Without the fallbacks first: they're rarely needed, and then the vertex is done again with them.
Vec4S32 bad = Vec4S32::Zero();
skin([&](Vec4F32 a, Vec4F32 b) { return GEMulFloat24x4Unchecked(a, b, bad); },
[&](Vec4F32 a, Vec4F32 b) { return GEAddFloat24x4Unchecked(a, b, bad); });
if (AnyCompareBitsSet(bad))
skin(GEMulFloat24x4, GEAddFloat24x4);
alignas(16) float result[4];
if (hasPos) {
accPos.Store(result);
memcpy(out + fmt.posoff, result, 3 * sizeof(float));
}
if (hasNrm) {
accNrm.Store(result);
memcpy(out + fmt.nrmoff, result, 3 * sizeof(float));
}
}
}
// A vertex color channel (0 r, 1 g, 2 b, 3 a) expanded to 8 bits.
static float ReadRawColorChannel(const u8 *p, int fmt, int c) {
u16 v16;
memcpy(&v16, p, 2);
switch (fmt) {
case GE_VTYPE_COL_565 >> GE_VTYPE_COL_SHIFT: {
const u32 c8 = RGB565ToRGBA8888(v16);
return (float)((c8 >> (8 * c)) & 0xFF);
}
case GE_VTYPE_COL_5551 >> GE_VTYPE_COL_SHIFT: {
const u32 c8 = RGBA5551ToRGBA8888(v16);
return (float)((c8 >> (8 * c)) & 0xFF);
}
case GE_VTYPE_COL_4444 >> GE_VTYPE_COL_SHIFT: {
const u32 c8 = RGBA4444ToRGBA8888(v16);
return (float)((c8 >> (8 * c)) & 0xFF);
}
case GE_VTYPE_COL_8888 >> GE_VTYPE_COL_SHIFT:
return (float)p[c];
default:
return 0.0f;
}
}
// Morphing as the GE does it (gpu/probe exp67, exp107): each frame's value times its weight as a
// float24, summed in frame order with the GE's adder. Positions and normals as read; UVs too (8 and
// 16 bit ones unsigned); colors per channel expanded to 8 bits, the sum floored. Overwrites the
// decoder's float result.
static void ApplyGEMorph(u8 *decoded, const VertexDecoder &dec, const u8 *raw, int count) {
const DecVtxFormat &fmt = dec.GetDecVtxFmt();
auto morphWith = [&](const u8 *in, int off, int n, float *dst, auto read) {
for (int c = 0; c < n; ++c)
dst[c] = GEMorphComponent(dec, in, off, c, read);
};
auto morph = [&](const u8 *in, int off, int cfmt, float dst[3]) {
morphWith(in, off, 3, dst, [&](const u8 *p, int c) { return ReadRawComponent(p, cfmt, c); });
};
for (int v = 0; v < count; ++v) {
const u8 *in = raw + v * dec.VertexSize();
u8 *out = decoded + v * fmt.stride;
float r[3];
if (dec.pos) {
morph(in, dec.posoff, dec.pos, r);
memcpy(out + fmt.posoff, r, sizeof(r));
}
if (dec.nrm && fmt.nrmfmt == DEC_FLOAT_3) {
morph(in, dec.nrmoff, dec.nrm, r);
memcpy(out + fmt.nrmoff, r, sizeof(r));
}
if (dec.tc && fmt.uvfmt == DEC_FLOAT_2) {
float uv[2];
morphWith(in, dec.tcoff, 2, uv, [&](const u8 *p, int c) { return ReadRawWeight(p, dec.tc, c); });
memcpy(out + fmt.uvoff, uv, sizeof(uv));
}
if (dec.col && fmt.c0fmt == DEC_U8_4) {
float ch[4];
morphWith(in, dec.coloff, 4, ch, [&](const u8 *p, int c) { return ReadRawColorChannel(p, dec.col, c); });
for (int c = 0; c < 4; ++c)
out[fmt.c0off + c] = (u8)std::clamp((int)std::floor(ch[c]), 0, 255);
}
}
}
class SoftwareVertexReader {
public:
SoftwareVertexReader(u8 *base, VertexDecoder &vdecoder, u32 vertex_type, int vertex_count, const void *vertices, const void *indices, const TransformState &transformState, TransformUnit &transform)
: vreader_(base, vdecoder.GetDecVtxFmt(), vertex_type), conv_(vertex_type, indices), transformState_(transformState), transform_(transform) {
useIndices_ = indices != nullptr;
vertexCount_ = vertex_count;
lowerBound_ = 0;
upperBound_ = vertex_count == 0 ? 0 : vertex_count - 1;
if (useIndices_)
GetIndexBounds(indices, vertex_count, vertex_type, &lowerBound_, &upperBound_);
if (vertex_count != 0) {
const int count = upperBound_ - lowerBound_ + 1;
const UVScale uvScale = UsesGEUVScale(vertex_type) ? UVScale{ 1.0f, 1.0f, 0.0f, 0.0f } : LoadUVScaleOffset(gstate);
vdecoder.DecodeVerts(base, (const u8 *)vertices + vdecoder.VertexSize() * lowerBound_, &uvScale, count);
const u8 *raw = (const u8 *)vertices + vdecoder.VertexSize() * lowerBound_;
if (vdecoder.morphcount > 1 && !vdecoder.throughmode)
ApplyGEMorph(base, vdecoder, raw, count);
if (vdecoder.weighttype != 0 && !vdecoder.throughmode)
ApplyGESkinning(base, vdecoder, raw, count);
}
// If we're only using a subset of verts, it's better to decode with random access (usually.)
// However, if we're reusing a lot of verts, we should read and cache them.
useCache_ = useIndices_ && vertex_count > (upperBound_ - lowerBound_ + 1);
if (useCache_ && (int)cached_.size() < upperBound_ - lowerBound_ + 1)
cached_.resize(std::max(128, upperBound_ - lowerBound_ + 1));
}
const VertexReader &GetVertexReader() const {
return vreader_;
}
bool IsThrough() const {
return vreader_.isThrough();
}
void UpdateCache() {
if (!useCache_)
return;
// Within a draw, the format has UVs and a normal for every vertex or for none, so the order the
// cache is filled in doesn't matter.
TransformUnit::VertexCarry carry = transform_.carry_;
for (int i = 0; i < upperBound_ - lowerBound_ + 1; ++i) {
vreader_.Goto(i);
transform_.ReadVertex(vreader_, transformState_, carry, cached_[i], usePrepared_ ? &prepared_[i] : nullptr);
}
// What the next draw carries is the last vertex in draw order (gpu/vertices/carry).
if (vertexCount_ != 0) {
vreader_.Goto(useIndices_ ? conv_(vertexCount_ - 1) - lowerBound_ : vertexCount_ - 1);
ClipVertexData unused;
transform_.ReadVertex(vreader_, transformState_, transform_.carry_, unused);
}
}
// With the transform state computed: the position stage for all the vertices, four at a time.
void PreparePositions() {
usePrepared_ = transformState_.prepare4 && vertexCount_ != 0;
if (!usePrepared_)
return;
const int count = upperBound_ - lowerBound_ + 1;
if ((int)prepared_.size() < count + 3)
prepared_.resize(std::max(128, count + 3));
for (int i = 0; i < count; i += 4) {
Vec4F32 pos[4];
for (int j = 0; j < 4; ++j) {
vreader_.Goto(std::min(i + j, count - 1));
pos[j] = vreader_.ReadPosOne();
}
if (!PreparePositions4(pos, transformState_, &prepared_[i])) {
for (int j = 0; j < 4; ++j)
prepared_[i + j].valid = false;
}
}
}
inline void Read(int vtx, ClipVertexData &out) {
int index = vtx;
if (useIndices_) {
index = conv_(vtx) - lowerBound_;
if (useCache_) {
out = cached_[index];
return;
}
}
vreader_.Goto(index);
transform_.ReadVertex(vreader_, transformState_, transform_.carry_, out, usePrepared_ ? &prepared_[index] : nullptr);
}
protected:
VertexReader vreader_;
const IndexConverter conv_;
const TransformState &transformState_;
TransformUnit &transform_;
int vertexCount_ = 0;
uint16_t lowerBound_;
uint16_t upperBound_;
static std::vector<ClipVertexData> cached_;
static std::vector<TransformUnit::PreparedPosition> prepared_;
bool useIndices_ = false;
bool useCache_ = false;
bool usePrepared_ = false;
};
// Static to reduce allocations mid-frame.
std::vector<ClipVertexData> SoftwareVertexReader::cached_;
std::vector<TransformUnit::PreparedPosition> SoftwareVertexReader::prepared_;
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.PreparePositions();
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) {
vreader.Read(vtx, buf[buf_index++]);
if (buf_index < 6)
continue;
int tl = -1, br = -1;
if (Rasterizer::DetectRectangleFromPair(binner_->State(), buf, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), buf[tl].v, buf[br].v)) {
Clipper::ProcessRect(buf[tl], buf[br], *binner_);
} else {
SendTriangle(cullType, &buf[0]);
SendTriangle(cullType, &buf[3]);
}
buf_index = 0;
}
if (buf_index >= 3) {
SendTriangle(cullType, &buf[0]);
data_index_ = 0;
for (int i = 3; i < buf_index; ++i) {
data_[data_index_++] = buf[i];
}
} else if (buf_index > 0) {
for (int i = 0; i < buf_index; ++i) {
data_[i] = buf[i];
}
data_index_ = buf_index;
} else {
data_index_ = 0;
}
return;
}
// Note: intentionally, these allow for the case of vertex_count == 0, but data_index_ > 0.
// This is used for immediate-mode primitives.
switch (prim_type) {
case GE_PRIM_POINTS:
for (int i = 0; i < data_index_; ++i)
Clipper::ProcessPoint(data_[i], *binner_);
data_index_ = 0;
for (int vtx = 0; vtx < vertex_count; ++vtx) {
vreader.Read(vtx, data_[0]);
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) {
vreader.Read(vtx, data_[data_index_++]);
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) {
vreader.Read(vtx, data_[data_index_++]);
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) {
vreader.Read(vtx, data_[data_index_++]);
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) {
vreader.Read(vtx, data_[(data_index_++) & 1]);
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) {
vreader.Read(base + vtx, data_[vtx]);
}
// If a strip is effectively a rectangle, draw it as such!
int tl = -1, br = -1;
if (Rasterizer::DetectRectangleFromStrip(binner_->State(), data_, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), data_[tl].v, data_[br].v)) {
Clipper::ProcessRect(data_[tl], data_[br], *binner_);
start_vtx += 2;
skip_count = 2;
if (base + 4 >= vertex_count) {
start_vtx = vertex_count;
break;
}
// Just copy the first two so we can detect easier.
// TODO: Maybe should give detection two halves?
data_[0] = data_[2];
data_[1] = data_[3];
data_index_ = 2;
} else {
// Go into triangle mode. Unfortunately, we re-read the verts.
break;
}
}
}
for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) {
int provoking_index = (data_index_++) % 3;
vreader.Read(vtx, data_[provoking_index]);
--skip_count;
++start_vtx;
}
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
int provoking_index = (data_index_++) % 3;
vreader.Read(vtx, data_[provoking_index]);
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) {
vreader.Read(0, data_[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) {
vreader.Read(vtx, data_[vtx]);
}
int tl = -1, br = -1;
if (Rasterizer::DetectRectangleFromFan(binner_->State(), data_, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), data_[tl].v, data_[br].v)) {
Clipper::ProcessRect(data_[tl], data_[br], *binner_);
break;
}
}
for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) {
int provoking_index = 2 - ((data_index_++) % 2);
vreader.Read(vtx, data_[provoking_index]);
--skip_count;
++start_vtx;
}
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
int provoking_index = 2 - ((data_index_++) % 2);
vreader.Read(vtx, data_[provoking_index]);
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;
Clipper::SetCullXY(false);
SubmitPrimitive(nullptr, nullptr, GE_PRIM_KEEP_PREVIOUS, 0, vertTypeID, nullptr, drawEngine);
Clipper::SetCullXY(true);
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::NotifyTexFlush() {
binner_->NotifyTexFlush();
}
void TransformUnit::NotifyClutUpdate(const void *src) {
binner_->UpdateClut(src);
}