Files
ppsspp/GPU/Software/TransformUnit.cpp
T
Henrik RydgårdandClaude Opus 5.5 7df47b336b SoftGPU: Light vectors as one matrix row from the model position
The GE never forms a world position for lighting: the vector to a point
or spot light is the light position minus the world translation, minus
the model position times the world matrix, summed like a matrix row.
gpu/probe exp153-158 (point lights 0.02-20 units away, spot exponents up
to 40, game-like world matrices; exp153 is a Syphon Filter vertex) are
exact, and Syphon Filter (#13568) becomes exact.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:09:43 -06:00

1194 lines
43 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;
}
SoftwareDrawEngine::~SoftwareDrawEngine() {}
void SoftwareDrawEngine::NotifyConfigChanged() {
DrawEngineCommon::NotifyConfigChanged();
}
void SoftwareDrawEngine::Flush() {
transformUnit.Flush(gpuCommon_, "debug");
}
void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) {
_assert_msg_(clockwise, "Mixed cull mode not supported.");
transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this);
}
void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) {
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
int flipCull = cullMode != gstate.getCullMode() ? 1 : 0;
// TODO: For now, just setting all dirty.
transformUnit.SetDirty(SoftDirty(-1));
gstate.cullmode ^= flipCull;
// TODO: This is a bit ugly. Should bypass when clipping...
uint32_t xScale = gstate.viewportxscale;
uint32_t xCenter = gstate.viewportxcenter;
uint32_t yScale = gstate.viewportyscale;
uint32_t yCenter = gstate.viewportycenter;
uint32_t zScale = gstate.viewportzscale;
uint32_t zCenter = gstate.viewportzcenter;
// Force scale to 1 and center to zero.
gstate.viewportxscale = (GE_CMD_VIEWPORTXSCALE << 24) | 0x3F8000;
gstate.viewportxcenter = (GE_CMD_VIEWPORTXCENTER << 24) | 0x000000;
gstate.viewportyscale = (GE_CMD_VIEWPORTYSCALE << 24) | 0x3F8000;
gstate.viewportycenter = (GE_CMD_VIEWPORTYCENTER << 24) | 0x000000;
// Z we scale to 65535 for neg z clipping.
gstate.viewportzscale = (GE_CMD_VIEWPORTZSCALE << 24) | 0x477FFF;
gstate.viewportzcenter = (GE_CMD_VIEWPORTZCENTER << 24) | 0x000000;
// Before we start, submit 0 prims to reset the prev prim type.
// Following submits will always be KEEP_PREVIOUS.
if (!continuation)
transformUnit.SubmitPrimitive(nullptr, nullptr, prim, 0, vertTypeID, nullptr, this);
for (int i = 0; i < vertexCount; i++) {
ClipVertexData vert;
vert.clippos = ClipCoords(buffer[i].pos);
vert.v.texturecoords.x = buffer[i].u;
vert.v.texturecoords.y = buffer[i].v;
vert.v.texturecoords.z = buffer[i].uv_w;
if (gstate.isModeThrough()) {
vert.v.texturecoords.x *= gstate.getTextureWidth(0);
vert.v.texturecoords.y *= gstate.getTextureHeight(0);
} else {
vert.clippos.z *= 1.0f / 65535.0f;
}
vert.v.clipw = buffer[i].pos_w;
vert.v.color0 = buffer[i].color0_32;
vert.v.color1 = gstate.isUsingSecondaryColor() && !gstate.isModeThrough() ? buffer[i].color1_32 : 0;
vert.v.fogdepth = buffer[i].fog;
vert.v.screenpos.x = (int)(buffer[i].x * 16.0f);
vert.v.screenpos.y = (int)(buffer[i].y * 16.0f);
vert.v.screenpos.z = (u16)(u32)buffer[i].z;
transformUnit.SubmitImmVertex(vert, this);
}
gstate.viewportxscale = xScale;
gstate.viewportxcenter = xCenter;
gstate.viewportyscale = yScale;
gstate.viewportycenter = yCenter;
gstate.viewportzscale = zScale;
gstate.viewportzcenter = zCenter;
gstate.cullmode ^= flipCull;
// TODO: Should really clear, but a bunch of values are forced so we this is safest.
transformUnit.SetDirty(SoftDirty(-1));
}
VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode());
return DrawEngineCommon::GetVertexDecoder(vertTypeID);
}
WorldCoords TransformUnit::ModelToWorldNormal(const ModelCoords &coords) {
// Each component summed like a matrix row (gpu/probe exp61).
const float *m = gstate.worldMatrix;
return WorldCoords(GEDot(coords, Vec3f(m[0], m[3], m[6])), GEDot(coords, Vec3f(m[1], m[4], m[7])), GEDot(coords, Vec3f(m[2], m[5], m[8])));
}
// A clip space component from the combined matrix (gpu/probe exp32, exp34, exp42). The position is a
// float24; the translation is a term of its own.
static inline float GEClipComponent(const Vec3f &v, const float m[16], int c) {
GERowTerm terms[4] = {
GEProduct(TruncateToFloat24(v.x), m[c]),
GEProduct(TruncateToFloat24(v.y), m[4 + c]),
GEProduct(TruncateToFloat24(v.z), m[8 + c]),
GEProduct(1.0f, m[12 + c]),
};
return GERowSum(terms, 4);
}
// A texture coordinate from the 4x3 texture matrix, summed like a clip space row (gpu/probe exp64).
static inline float GETexGenComponent(const Vec3f &v, const float m[12], int c) {
GERowTerm terms[4] = {
GEProduct(TruncateToFloat24(v.x), m[c]),
GEProduct(TruncateToFloat24(v.y), m[3 + c]),
GEProduct(TruncateToFloat24(v.z), m[6 + c]),
GEProduct(1.0f, m[9 + c]),
};
return GERowSum(terms, 4);
}
// Multiplies two matrices the way the GE combines world, view and projection (gpu/probe exp35, exp42):
// in the order (world * view) * projection, each entry summed like a row in GEClipComponent.
static void GECombineMatrices(float out[16], const float a[16], const float b[16]) {
for (int r = 0; r < 4; ++r) {
for (int c = 0; c < 4; ++c) {
GERowTerm terms[4];
for (int k = 0; k < 4; ++k) {
terms[k] = GEProduct(a[r * 4 + k], b[k * 4 + c]);
}
out[r * 4 + c] = GERowSum(terms, 4);
}
}
}
// A screen coordinate as the GE computes it (gpu/depth/transformprecision for Z, gpu/probe for X and Y):
// the component divided by w is it times the reciprocal above, truncated to a float24, then scaled and
// offset with GEAdd. Around a center of 2048, that lands X and Y on the 1/16 subpixel grid.
static inline float GEViewport(float clipC, float clipW, float scale, float center) {
const float w = TruncateToFloat24(clipW);
if (!std::isfinite(w) || !std::isfinite(clipC) || fabsf(w) < FLT_MIN) {
return clipC * scale / clipW + center;
}
const float ndc = ProductToFloat24((double)TruncateToFloat24(clipC) * GERecip(w));
return GEAdd(ProductToFloat24((double)ndc * scale), center);
}
// Screen Z is floored.
static inline float GEScreenZ(float clipZ, float clipW, float zScale, float zCenter) {
return floorf(GEViewport(clipZ, clipW, zScale, zCenter));
}
template <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;
}
}
// The viewer direction (see PSPViewDirection), normalized like the GE does.
Vec3f viewDir(gstate.viewMatrix[2], gstate.viewMatrix[5], gstate.viewMatrix[8]);
if (GENormalize(viewDir) == 0.0f)
viewDir = Vec3f(0.0f, 0.0f, 1.0f);
state->lightingState.viewDir = viewDir;
float world[16];
float view[16];
float worldview[16];
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
GECombineMatrices(worldview, world, view);
// Clip coordinates always come from the model position and the matrices combined like the GE does
// it, in the order (world * view) * projection. The world position is only needed for lighting.
state->matrixMode = (uint8_t)(canSkipWorldPos ? MatrixMode::POS_TO_CLIP : MatrixMode::WORLD_TO_CLIP);
GECombineMatrices(state->matrix, worldview, gstate.projMatrix);
if (state->enableFog) {
float fogEnd = getFloat24(gstate.fog1);
float fogSlope = getFloat24(gstate.fog2);
// We bake fog end and slope into the dot product.
state->posToFog = Vec4f(worldview[2], worldview[6], worldview[10], worldview[14] + fogEnd);
state->fogGE = !my_isnanorinf(fogEnd) && !my_isnanorinf(fogSlope);
for (int i = 0; i < 4; ++i)
state->viewZColumn[i] = worldview[2 + 4 * i];
state->fogEnd = TruncateToFloat24(fogEnd);
state->fogSlope = TruncateToFloat24(fogSlope);
// If either are NAN/INF, we simplify so there's no inf + -inf muddying things.
// This is required for Outrun to render proper skies, for example.
// The PSP treats these exponents as if they were valid.
if (my_isnanorinf(fogEnd)) {
bool sign = std::signbit(fogEnd);
// The multiply would reverse it if it wasn't infinity (doesn't matter if it's infnan.)
if (std::signbit(fogSlope))
sign = !sign;
// Also allow a multiply by zero (slope) to result in zero, regardless of sign.
// Act like it was negative and clamped to zero.
if (fogSlope == 0.0f)
sign = true;
// Since this is constant for the entire draw, we don't even use infinity.
float forced = sign ? 0.0f : 1.0f;
state->posToFog = Vec4f(0.0f, 0.0f, 0.0f, forced);
} else if (my_isnanorinf(fogSlope)) {
// We can't have signs differ with infinities, so we use a large value.
// Anything outside [0, 1] will clamp, so this essentially forces extremes.
fogSlope = std::signbit(fogSlope) ? -262144.0f : 262144.0f;
state->posToFog *= fogSlope;
} else {
state->posToFog *= fogSlope;
}
}
state->screenScale = Vec3f(gstate.getViewportXScale(), gstate.getViewportYScale(), gstate.getViewportZScale());
state->screenAdd = Vec3f(gstate.getViewportXCenter(), gstate.getViewportYCenter(), gstate.getViewportZCenter());
}
if (gstate.isDepthClipEnabled())
state->roundToScreen = &ClipToScreenInternal<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) {
// Clip coordinates with the GE's precision; the Test Drive map depends on it together with the
// depth math below (#12786).
{
for (int c = 0; c < 4; ++c) {
vertex.clippos[c] = GEClipComponent(pos, state.matrix, c);
}
}
Vec3f screenScaled;
screenScaled.x = GEViewport(vertex.clippos.x, vertex.clippos.w, state.screenScale.x, state.screenAdd.x);
screenScaled.y = GEViewport(vertex.clippos.y, vertex.clippos.w, state.screenScale.y, state.screenAdd.y);
screenScaled.z = GEScreenZ(vertex.clippos.z, vertex.clippos.w, state.screenScale.z, state.screenAdd.z);
bool outside_range_flag = false;
vertex.v.screenpos = state.roundToScreen(screenScaled, vertex.clippos, &outside_range_flag);
if (outside_range_flag) {
// We use this, essentially, as the flag.
vertex.v.screenpos.x = 0x7FFFFFFF;
return vertex;
}
if (state.enableFog && state.fogGE) {
GERowTerm terms[4] = {
GEProduct(TruncateToFloat24(pos.x), state.viewZColumn[0]),
GEProduct(TruncateToFloat24(pos.y), state.viewZColumn[1]),
GEProduct(TruncateToFloat24(pos.z), state.viewZColumn[2]),
GEProduct(1.0f, state.viewZColumn[3]),
};
const float viewZ = GERowSum(terms, 4);
const float f = ProductToFloat24((double)TruncateToFloat24(GEAdd(viewZ, state.fogEnd)) * state.fogSlope);
vertex.v.fogdepth = GEFogFactor(f) * (1.0f / 256.0f);
} else if (state.enableFog) {
vertex.v.fogdepth = GEFogFactor(Dot43(state.posToFog, pos)) * (1.0f / 256.0f);
} else {
vertex.v.fogdepth = 1.0f;
}
vertex.v.clipw = vertex.clippos.w;
// The normal stays as the world matrix leaves it: lighting scales its dot products by the
// reciprocal length instead (gpu/probe exp3, world matrix cases).
Vec3<float> worldnormal;
float normalRsqrt = 1.0f;
if (state.lightingState.usesWorldNormal) {
worldnormal = TransformUnit::ModelToWorldNormal(normal);
const float len2 = GEDot(worldnormal, worldnormal);
if (len2 > 0.0f && std::isfinite(len2)) {
normalRsqrt = GERsqrt(len2);
} else {
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, pos, worldnormal, normalRsqrt, state.lightingState.viewDir);
}
PROFILE_THIS_SCOPE("light");
if (state.enableLighting)
Lighting::Process(vertex.v, pos, worldnormal, normalRsqrt, state.lightingState);
} else {
vertex.v.screenpos.x = (int)(pos[0] * SCREEN_SCALE_FACTOR);
vertex.v.screenpos.y = (int)(pos[1] * SCREEN_SCALE_FACTOR);
vertex.v.screenpos.z = pos[2];
vertex.v.clipw = 1.0f;
vertex.v.fogdepth = 1.0f;
}
return vertex;
}
void TransformUnit::SetDirty(SoftDirty flags) {
binner_->SetDirty(flags);
}
SoftDirty TransformUnit::GetDirty() {
return binner_->GetDirty();
}
static float ReadRawComponent(const u8 *p, int fmt, int i) {
switch (fmt) {
case 1: return ((const s8 *)p)[i] * (1.0f / 128.0f);
case 2: { s16 v; memcpy(&v, p + 2 * i, 2); return v * (1.0f / 32768.0f); }
case 3: { float v; memcpy(&v, p + 4 * i, 4); return v; }
default: return 0.0f;
}
}
static float ReadRawWeight(const u8 *p, int fmt, int i) {
switch (fmt) {
case 1: return p[i] * (1.0f / 128.0f);
case 2: { u16 v; memcpy(&v, p + 2 * i, 2); return v * (1.0f / 32768.0f); }
case 3: { float v; memcpy(&v, p + 4 * i, 4); return v; }
default: return 0.0f;
}
}
// One morphed component as the GE computes it (gpu/probe exp67, exp107): each frame's value times its
// weight as a float24, summed in frame order with the GE's adder.
template <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;
for (int v = 0; v < count; ++v) {
const u8 *in = raw + v * dec.VertexSize();
u8 *out = decoded + v * fmt.stride;
auto component = [&](int off, int c, auto read) {
return dec.morphcount > 1 ? GEMorphComponent(dec, in, off, c, read) : read(in + off, c);
};
float bones[8][12];
for (int b = 0; b < nweights; ++b) {
const float w = TruncateToFloat24(component(dec.weightoff, b, [&](const u8 *p, int i) { return ReadRawWeight(p, dec.weighttype, i); }));
for (int k = 0; k < 12; ++k) {
const float m = gstate.boneMatrix[b * 12 + k];
bones[b][k] = m == 0.0f || w == 0.0f ? 0.0f : ProductToFloat24((double)TruncateToFloat24(m) * w);
}
}
auto skin = [&](const float src[3], bool translate, float dst[3]) {
for (int c = 0; c < 3; ++c) {
float acc = 0.0f;
auto add = [&](float term) {
if (term != 0.0f)
acc = acc == 0.0f ? TruncateToFloat24(term) : TruncateToFloat24(GEAdd(acc, term));
};
for (int b = 0; b < nweights; ++b) {
if (translate)
add(bones[b][9 + c]);
for (int j = 0; j < 3; ++j)
add(GEProduct(TruncateToFloat24(src[j]), bones[b][j * 3 + c]).Value());
}
dst[c] = acc;
}
};
if (dec.pos) {
float pos[3], skinned[3];
for (int i = 0; i < 3; ++i)
pos[i] = component(dec.posoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.pos, c); });
skin(pos, true, skinned);
memcpy(out + fmt.posoff, skinned, sizeof(skinned));
}
if (dec.nrm && fmt.nrmfmt == DEC_FLOAT_3) {
float nrm[3], skinned[3];
for (int i = 0; i < 3; ++i)
nrm[i] = component(dec.nrmoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.nrm, c); });
skin(nrm, false, skinned);
memcpy(out + fmt.nrmoff, skinned, sizeof(skinned));
}
}
}
// A vertex color channel (0 r, 1 g, 2 b, 3 a) expanded to 8 bits.
static float ReadRawColorChannel(const u8 *p, int fmt, int c) {
u16 v16;
memcpy(&v16, p, 2);
switch (fmt) {
case GE_VTYPE_COL_565 >> GE_VTYPE_COL_SHIFT: {
const u32 c8 = RGB565ToRGBA8888(v16);
return (float)((c8 >> (8 * c)) & 0xFF);
}
case GE_VTYPE_COL_5551 >> GE_VTYPE_COL_SHIFT: {
const u32 c8 = RGBA5551ToRGBA8888(v16);
return (float)((c8 >> (8 * c)) & 0xFF);
}
case GE_VTYPE_COL_4444 >> GE_VTYPE_COL_SHIFT: {
const u32 c8 = RGBA4444ToRGBA8888(v16);
return (float)((c8 >> (8 * c)) & 0xFF);
}
case GE_VTYPE_COL_8888 >> GE_VTYPE_COL_SHIFT:
return (float)p[c];
default:
return 0.0f;
}
}
// Morphing as the GE does it (gpu/probe exp67, exp107): each frame's value times its weight as a
// float24, summed in frame order with the GE's adder. Positions and normals as read; UVs too (8 and
// 16 bit ones unsigned); colors per channel expanded to 8 bits, the sum floored. Overwrites the
// decoder's float result.
static void ApplyGEMorph(u8 *decoded, const VertexDecoder &dec, const u8 *raw, int count) {
const DecVtxFormat &fmt = dec.GetDecVtxFmt();
auto morphWith = [&](const u8 *in, int off, int n, float *dst, auto read) {
for (int c = 0; c < n; ++c)
dst[c] = GEMorphComponent(dec, in, off, c, read);
};
auto morph = [&](const u8 *in, int off, int cfmt, float dst[3]) {
morphWith(in, off, 3, dst, [&](const u8 *p, int c) { return ReadRawComponent(p, cfmt, c); });
};
for (int v = 0; v < count; ++v) {
const u8 *in = raw + v * dec.VertexSize();
u8 *out = decoded + v * fmt.stride;
float r[3];
if (dec.pos) {
morph(in, dec.posoff, dec.pos, r);
memcpy(out + fmt.posoff, r, sizeof(r));
}
if (dec.nrm && fmt.nrmfmt == DEC_FLOAT_3) {
morph(in, dec.nrmoff, dec.nrm, r);
memcpy(out + fmt.nrmoff, r, sizeof(r));
}
if (dec.tc && fmt.uvfmt == DEC_FLOAT_2) {
float uv[2];
morphWith(in, dec.tcoff, 2, uv, [&](const u8 *p, int c) { return ReadRawWeight(p, dec.tc, c); });
memcpy(out + fmt.uvoff, uv, sizeof(uv));
}
if (dec.col && fmt.c0fmt == DEC_U8_4) {
float ch[4];
morphWith(in, dec.coloff, 4, ch, [&](const u8 *p, int c) { return ReadRawColorChannel(p, dec.col, c); });
for (int c = 0; c < 4; ++c)
out[fmt.c0off + c] = (u8)std::clamp((int)std::floor(ch[c]), 0, 255);
}
}
}
class SoftwareVertexReader {
public:
SoftwareVertexReader(u8 *base, VertexDecoder &vdecoder, u32 vertex_type, int vertex_count, const void *vertices, const void *indices, const TransformState &transformState, TransformUnit &transform)
: vreader_(base, vdecoder.GetDecVtxFmt(), vertex_type), conv_(vertex_type, indices), transformState_(transformState), transform_(transform) {
useIndices_ = indices != nullptr;
lowerBound_ = 0;
upperBound_ = vertex_count == 0 ? 0 : vertex_count - 1;
if (useIndices_)
GetIndexBounds(indices, vertex_count, vertex_type, &lowerBound_, &upperBound_);
if (vertex_count != 0) {
const int count = upperBound_ - lowerBound_ + 1;
const UVScale uvScale = UsesGEUVScale(vertex_type) ? UVScale{ 1.0f, 1.0f, 0.0f, 0.0f } : LoadUVScaleOffset(gstate);
vdecoder.DecodeVerts(base, (const u8 *)vertices + vdecoder.VertexSize() * lowerBound_, &uvScale, count);
const u8 *raw = (const u8 *)vertices + vdecoder.VertexSize() * lowerBound_;
if (vdecoder.morphcount > 1 && !vdecoder.throughmode)
ApplyGEMorph(base, vdecoder, raw, count);
if (vdecoder.weighttype != 0 && !vdecoder.throughmode)
ApplyGESkinning(base, vdecoder, raw, count);
}
// If we're only using a subset of verts, it's better to decode with random access (usually.)
// However, if we're reusing a lot of verts, we should read and cache them.
useCache_ = useIndices_ && vertex_count > (upperBound_ - lowerBound_ + 1);
if (useCache_ && (int)cached_.size() < upperBound_ - lowerBound_ + 1)
cached_.resize(std::max(128, upperBound_ - lowerBound_ + 1));
}
const VertexReader &GetVertexReader() const {
return vreader_;
}
bool IsThrough() const {
return vreader_.isThrough();
}
void UpdateCache() {
if (!useCache_)
return;
for (int i = 0; i < upperBound_ - lowerBound_ + 1; ++i) {
vreader_.Goto(i);
cached_[i] = transform_.ReadVertex(vreader_, transformState_);
}
}
inline ClipVertexData Read(int vtx) {
if (useIndices_) {
if (useCache_) {
return cached_[conv_(vtx) - lowerBound_];
}
vreader_.Goto(conv_(vtx) - lowerBound_);
} else {
vreader_.Goto(vtx);
}
return transform_.ReadVertex(vreader_, transformState_);
};
protected:
VertexReader vreader_;
const IndexConverter conv_;
const TransformState &transformState_;
TransformUnit &transform_;
uint16_t lowerBound_;
uint16_t upperBound_;
static std::vector<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::RectangleMatchesTriangles(binner_->State(), buf[tl].v, buf[br].v)) {
Clipper::ProcessRect(buf[tl], buf[br], *binner_);
} else {
SendTriangle(cullType, &buf[0]);
SendTriangle(cullType, &buf[3]);
}
buf_index = 0;
}
if (buf_index >= 3) {
SendTriangle(cullType, &buf[0]);
data_index_ = 0;
for (int i = 3; i < buf_index; ++i) {
data_[data_index_++] = buf[i];
}
} else if (buf_index > 0) {
for (int i = 0; i < buf_index; ++i) {
data_[i] = buf[i];
}
data_index_ = buf_index;
} else {
data_index_ = 0;
}
return;
}
// Note: intentionally, these allow for the case of vertex_count == 0, but data_index_ > 0.
// This is used for immediate-mode primitives.
switch (prim_type) {
case GE_PRIM_POINTS:
for (int i = 0; i < data_index_; ++i)
Clipper::ProcessPoint(data_[i], *binner_);
data_index_ = 0;
for (int vtx = 0; vtx < vertex_count; ++vtx) {
data_[0] = vreader.Read(vtx);
Clipper::ProcessPoint(data_[0], *binner_);
}
break;
case GE_PRIM_LINES:
for (int i = 0; i < data_index_ - 1; i += 2)
Clipper::ProcessLine(data_[i + 0], data_[i + 1], *binner_);
data_index_ &= 1;
for (int vtx = 0; vtx < vertex_count; ++vtx) {
data_[data_index_++] = vreader.Read(vtx);
if (data_index_ == 2) {
Clipper::ProcessLine(data_[0], data_[1], *binner_);
data_index_ = 0;
}
}
break;
case GE_PRIM_TRIANGLES:
for (int vtx = 0; vtx < vertex_count; ++vtx) {
data_[data_index_++] = vreader.Read(vtx);
if (data_index_ < 3) {
// Keep reading. Note: an incomplete prim will stay read for GE_PRIM_KEEP_PREVIOUS.
continue;
}
// Okay, we've got enough verts. Reset the index for next time.
data_index_ = 0;
SendTriangle(cullType, &data_[0]);
}
// In case vertex_count was 0.
if (data_index_ >= 3) {
SendTriangle(cullType, &data_[0]);
data_index_ = 0;
}
break;
case GE_PRIM_RECTANGLES:
for (int vtx = 0; vtx < vertex_count; ++vtx) {
data_[data_index_++] = vreader.Read(vtx);
if (data_index_ == 4 && vreader.IsThrough() && cullType == CullType::OFF) {
if (Rasterizer::DetectRectangleThroughModeSlices(binner_->State(), data_)) {
data_[1] = data_[3];
data_index_ = 2;
}
}
if (data_index_ == 4) {
Clipper::ProcessRect(data_[0], data_[1], *binner_);
Clipper::ProcessRect(data_[2], data_[3], *binner_);
data_index_ = 0;
}
}
if (data_index_ >= 2) {
Clipper::ProcessRect(data_[0], data_[1], *binner_);
data_index_ -= 2;
}
break;
case GE_PRIM_LINE_STRIP:
{
// Don't draw a line when loading the first vertex.
// If data_index_ is 1 or 2, etc., it means we're continuing a line strip.
int skip_count = data_index_ == 0 ? 1 : 0;
for (int vtx = 0; vtx < vertex_count; ++vtx) {
data_[(data_index_++) & 1] = vreader.Read(vtx);
if (skip_count) {
--skip_count;
} else {
// We already incremented data_index_, so data_index_ & 1 is previous one.
Clipper::ProcessLine(data_[data_index_ & 1], data_[(data_index_ & 1) ^ 1], *binner_);
}
}
// If this is from immediate-mode drawing, we always had one new vert (already in data_.)
if (isImmDraw_ && data_index_ >= 2)
Clipper::ProcessLine(data_[data_index_ & 1], data_[(data_index_ & 1) ^ 1], *binner_);
break;
}
case GE_PRIM_TRIANGLE_STRIP:
{
// Don't draw a triangle when loading the first two vertices.
int skip_count = data_index_ >= 2 ? 0 : 2 - data_index_;
int start_vtx = 0;
// If index count == 4, check if we can convert to a rectangle.
// This is for Darkstalkers (and should speed up many 2D games).
if (data_index_ == 0 && vertex_count >= 4 && (vertex_count & 1) == 0 && cullType == CullType::OFF) {
for (int base = 0; base < vertex_count - 2; base += 2) {
for (int vtx = base == 0 ? 0 : 2; vtx < 4; ++vtx) {
data_[vtx] = vreader.Read(base + vtx);
}
// If a strip is effectively a rectangle, draw it as such!
int tl = -1, br = -1;
if (Rasterizer::DetectRectangleFromStrip(binner_->State(), data_, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), data_[tl].v, data_[br].v)) {
Clipper::ProcessRect(data_[tl], data_[br], *binner_);
start_vtx += 2;
skip_count = 2;
if (base + 4 >= vertex_count) {
start_vtx = vertex_count;
break;
}
// Just copy the first two so we can detect easier.
// TODO: Maybe should give detection two halves?
data_[0] = data_[2];
data_[1] = data_[3];
data_index_ = 2;
} else {
// Go into triangle mode. Unfortunately, we re-read the verts.
break;
}
}
}
for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) {
int provoking_index = (data_index_++) % 3;
data_[provoking_index] = vreader.Read(vtx);
--skip_count;
++start_vtx;
}
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
int provoking_index = (data_index_++) % 3;
data_[provoking_index] = vreader.Read(vtx);
int wind = (data_index_ - 1) % 2;
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
// Odd triangles reach us in the opposite order from the GE's (gpu/probe exp45).
SendTriangle(altCullType, &data_[0], provoking_index, wind != 0);
}
// If this is from immediate-mode drawing, we always had one new vert (already in data_.)
if (isImmDraw_ && data_index_ >= 3) {
int provoking_index = (data_index_ - 1) % 3;
int wind = (data_index_ - 1) % 2;
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
// Odd triangles reach us in the opposite order from the GE's (gpu/probe exp45).
SendTriangle(altCullType, &data_[0], provoking_index, wind != 0);
}
break;
}
case GE_PRIM_TRIANGLE_FAN:
{
// Don't draw a triangle when loading the first two vertices.
// (this doesn't count the central one.)
int skip_count = data_index_ <= 1 ? 1 : 0;
int start_vtx = 0;
// Only read the central vertex if we're not continuing.
if (data_index_ == 0 && vertex_count > 0) {
data_[0] = vreader.Read(0);
data_index_++;
start_vtx = 1;
}
if (data_index_ == 1 && vertex_count == 4 && cullType == CullType::OFF) {
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
data_[vtx] = vreader.Read(vtx);
}
int tl = -1, br = -1;
if (Rasterizer::DetectRectangleFromFan(binner_->State(), data_, &tl, &br) && Rasterizer::RectangleMatchesTriangles(binner_->State(), data_[tl].v, data_[br].v)) {
Clipper::ProcessRect(data_[tl], data_[br], *binner_);
break;
}
}
for (int vtx = start_vtx; vtx < vertex_count && skip_count > 0; ++vtx) {
int provoking_index = 2 - ((data_index_++) % 2);
data_[provoking_index] = vreader.Read(vtx);
--skip_count;
++start_vtx;
}
for (int vtx = start_vtx; vtx < vertex_count; ++vtx) {
int provoking_index = 2 - ((data_index_++) % 2);
data_[provoking_index] = vreader.Read(vtx);
int wind = (data_index_ - 1) % 2;
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
// Odd triangles reach us in the opposite order from the GE's (gpu/probe exp45).
SendTriangle(altCullType, &data_[0], provoking_index, wind != 0);
}
// If this is from immediate-mode drawing, we always had one new vert (already in data_.)
if (isImmDraw_ && data_index_ >= 3) {
int wind = (data_index_ - 1) % 2;
int provoking_index = 2 - wind;
CullType altCullType = cullType == CullType::OFF ? cullType : CullType((int)cullType ^ wind);
SendTriangle(altCullType, &data_[0], provoking_index, wind != 0);
}
break;
}
default:
ERROR_LOG(Log::G3D, "Unexpected prim type: %d", prim_type);
break;
}
}
void TransformUnit::SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngine *drawEngine) {
// Where we put it is different for STRIP/FAN types.
switch (prev_prim_) {
case GE_PRIM_POINTS:
case GE_PRIM_LINES:
case GE_PRIM_TRIANGLES:
case GE_PRIM_RECTANGLES:
// This is the easy one. SubmitPrimitive resets data_index_.
data_[data_index_++] = vert;
break;
case GE_PRIM_LINE_STRIP:
// This one alternates, and data_index_ > 0 means it draws a segment.
data_[(data_index_++) & 1] = vert;
break;
case GE_PRIM_TRIANGLE_STRIP:
data_[(data_index_++) % 3] = vert;
break;
case GE_PRIM_TRIANGLE_FAN:
if (data_index_ == 0) {
data_[data_index_++] = vert;
} else {
int provoking_index = 2 - ((data_index_++) % 2);
data_[provoking_index] = vert;
}
break;
default:
_assert_msg_(false, "Invalid prim type: %d", (int)prev_prim_);
break;
}
// Hm, shouldn't we mask away the position bits of the vertType?
uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
// This now processes the step with shared logic, given the existing data_.
isImmDraw_ = true;
SubmitPrimitive(nullptr, nullptr, GE_PRIM_KEEP_PREVIOUS, 0, vertTypeID, nullptr, drawEngine);
isImmDraw_ = false;
}
void TransformUnit::SendTriangle(CullType cullType, const ClipVertexData *verts, int provoking, bool orderReversed) {
if (cullType == CullType::OFF) {
Clipper::ProcessTriangle(verts[0], verts[1], verts[2], verts[provoking], *binner_, orderReversed);
Clipper::ProcessTriangle(verts[2], verts[1], verts[0], verts[provoking], *binner_, !orderReversed);
} else if (cullType == CullType::CW) {
Clipper::ProcessTriangle(verts[2], verts[1], verts[0], verts[provoking], *binner_, !orderReversed);
} else {
Clipper::ProcessTriangle(verts[0], verts[1], verts[2], verts[provoking], *binner_, orderReversed);
}
}
void TransformUnit::Flush(GPUCommon *common, const char *reason) {
if (!hasDraws_)
return;
binner_->Flush(reason);
common->NotifyFlush();
hasDraws_ = false;
}
void TransformUnit::GetStats(StringWriter &w) {
// TODO: More stats?
binner_->GetStats(w);
}
void TransformUnit::FlushIfOverlap(GPUCommon *common, const char *reason, bool modifying, uint32_t addr, uint32_t stride, uint32_t w, uint32_t h) {
if (!hasDraws_)
return;
if (binner_->HasPendingWrite(addr, stride, w, h))
Flush(common, reason);
if (modifying && binner_->HasPendingRead(addr, stride, w, h))
Flush(common, reason);
}
void TransformUnit::NotifyClutUpdate(const void *src) {
binner_->UpdateClut(src);
}