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On native Windows (Ryzen 9 9950X3D), lingering only paid in the transform helpers. With no drawing-thread linger and 100 us for the helpers, wall time stayed within 1% of 200/300 us in Daxter, GTA VCS, Wipeout Pure, Tekken 6, Burnout Dominator, LocoRoco and Ridge Racer, with 9-27% less CPU time. No linger at all cost up to 7% (Daxter), almost all of it from the transform helpers. The linger times are now per platform; Linux keeps the WSL2 values. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
1703 lines
65 KiB
C++
1703 lines
65 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <atomic>
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#include <cfloat>
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#include <climits>
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#include <cmath>
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#include <functional>
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#include <thread>
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#include "Common/Common.h"
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#include "Common/CPUDetect.h"
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#include "Common/Data/Convert/ColorConv.h"
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#include "Common/Math/math_util.h"
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#include "Common/MemoryUtil.h"
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#include "Common/Profiler/Profiler.h"
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#include "Common/Thread/ThreadManager.h"
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#include "Common/TimeUtil.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/SoftwareTransformCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/VertexReader.h"
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#include "GPU/GPUStateSIMDUtil.h"
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#include "Common/Math/SIMDHeaders.h"
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#include "GPU/Software/BinManager.h"
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#include "GPU/Software/Clipper.h"
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#include "GPU/Software/Lighting.h"
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#include "GPU/Software/RasterizerRectangle.h"
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#include "GPU/Software/TransformUnit.h"
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// For the SSE4 stuff
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#if PPSSPP_ARCH(SSE2)
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#include <smmintrin.h>
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#endif
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#define TRANSFORM_BUF_SIZE (65536 * 48)
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// Chunks of a run's vertices for helper threads to take alongside the emulation thread (StartRun). A chunk is
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// claimed by bumping the low half of claim, which only works with the run's generation in the high half, so a
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// helper can't take one from a run that's over.
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struct TransformUnit::RunJob {
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std::atomic<uint64_t> claim{ 0 };
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std::atomic<int> chunks{ 0 };
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std::atomic<int> done{ 0 };
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// The helper threads with a task (a bit each), and the tasks queued or running, which use this.
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std::atomic<uint32_t> slots{ 0 };
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std::atomic<int> active{ 0 };
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uint32_t gen = 0;
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int maxHelpers = 0;
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std::function<void(int)> work;
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// The run each chunk was last done for.
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std::vector<std::atomic<uint32_t>> chunkGen;
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// Takes and does a chunk of run myGen. False if there are none left to take.
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bool HelpOne(uint32_t myGen) {
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uint64_t v = claim.load(std::memory_order_acquire);
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while ((uint32_t)(v >> 32) == myGen && (int)(uint32_t)v < chunks.load(std::memory_order_relaxed)) {
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if (!claim.compare_exchange_weak(v, v + 1, std::memory_order_acq_rel))
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continue;
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const int chunk = (int)(uint32_t)v;
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work(chunk);
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chunkGen[chunk].store(myGen, std::memory_order_release);
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done.fetch_add(1, std::memory_order_release);
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return true;
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}
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return false;
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}
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void Help(uint32_t myGen) {
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while (HelpOne(myGen)) {
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}
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}
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// A run after lastGen with chunks left to take, within the time a helper waits for one.
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bool WaitForRun(uint32_t lastGen, uint32_t *newGen) {
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if (BinManager::TRANSFORM_LINGER_SECONDS <= 0.0)
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return false;
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const double until = time_now_d() + BinManager::TRANSFORM_LINGER_SECONDS;
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do {
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const uint64_t v = claim.load(std::memory_order_acquire);
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if ((uint32_t)(v >> 32) != lastGen && (int)(uint32_t)v < chunks.load(std::memory_order_relaxed)) {
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*newGen = (uint32_t)(v >> 32);
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return true;
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}
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for (int i = 0; i < 64; ++i)
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std::this_thread::yield();
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} while (time_now_d() < until);
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return false;
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}
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void SpawnHelper(uint32_t myGen);
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};
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class TransformRunTask : public Task {
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public:
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TransformRunTask(TransformUnit::RunJob *job, uint32_t gen, int slot) : job_(job), gen_(gen), slot_(slot) {}
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TaskType Type() const override { return TaskType::CPU_COMPUTE; }
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TaskPriority Priority() const override { return TaskPriority::HIGH; }
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void Run() override {
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// The next helper: waking a thread is a system call, kept off the emulation thread.
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job_->SpawnHelper(gen_);
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uint32_t gen = gen_;
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do {
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job_->Help(gen);
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} while (job_->WaitForRun(gen, &gen));
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job_->slots.fetch_and(~(1U << slot_), std::memory_order_release);
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job_->active.fetch_sub(1, std::memory_order_release);
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}
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private:
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TransformUnit::RunJob *job_;
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uint32_t gen_;
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int slot_;
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};
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// A task on a helper thread without one, if there are chunks left.
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void TransformUnit::RunJob::SpawnHelper(uint32_t myGen) {
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uint32_t taken = slots.load(std::memory_order_relaxed);
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int slot;
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do {
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const uint64_t v = claim.load(std::memory_order_relaxed);
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if ((uint32_t)(v >> 32) != myGen || (int)(uint32_t)v >= chunks.load(std::memory_order_relaxed))
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return;
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slot = 0;
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while (slot < maxHelpers && (taken & (1U << slot)) != 0)
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slot++;
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if (slot >= maxHelpers)
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return;
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} while (!slots.compare_exchange_weak(taken, taken | (1U << slot), std::memory_order_acq_rel));
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active.fetch_add(1, std::memory_order_relaxed);
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// After the drawing threads, which have their own tasks.
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g_threadManager.EnqueueTaskOnThread(BinManager::MAX_DRAW_THREADS + slot, new TransformRunTask(this, myGen, slot));
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}
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TransformUnit::TransformUnit() {
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decoded_ = (u8 *)AllocateAlignedMemory(TRANSFORM_BUF_SIZE, 16);
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_assert_(decoded_);
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binner_ = new BinManager();
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runJob_ = new RunJob();
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}
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TransformUnit::~TransformUnit() {
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FinishRun();
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FreeAlignedMemory(decoded_);
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delete binner_;
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while (runJob_->active.load(std::memory_order_acquire) != 0)
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std::this_thread::yield();
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delete runJob_;
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}
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SoftwareDrawEngine::SoftwareDrawEngine() : transformDecoders_(32) {
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flushOnParams_ = false;
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// Our DispatchSubmitPrim decodes by itself.
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curvesPredecoded_ = false;
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}
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SoftwareDrawEngine::~SoftwareDrawEngine() {
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ClearTransformDecoders();
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}
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void SoftwareDrawEngine::NotifyConfigChanged() {
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// That clears the decoder JIT cache, which these decoders' code is in.
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DrawEngineCommon::NotifyConfigChanged();
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ClearTransformDecoders();
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}
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void SoftwareDrawEngine::ClearTransformDecoders() {
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transformDecoders_.Iterate([&](const uint32_t vtype, VertexDecoder *decoder) {
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delete decoder;
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});
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transformDecoders_.Clear();
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}
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void SoftwareDrawEngine::Flush() {
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transformUnit.Flush(gpuCommon_, "debug");
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}
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void SoftwareDrawEngine::DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) {
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_assert_msg_(clockwise, "Mixed cull mode not supported.");
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transformUnit.SubmitPrimitive(verts, inds, prim, vertexCount, vertTypeID, bytesRead, this);
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}
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void SoftwareDrawEngine::DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) {
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uint32_t vertTypeID = GetVertTypeID(gstate.vertType | GE_VTYPE_POS_FLOAT, gstate.getUVGenMode());
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int flipCull = cullMode != gstate.getCullMode() ? 1 : 0;
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// TODO: For now, just setting all dirty.
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transformUnit.SetDirty(SoftDirty(-1));
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gstate.cullmode ^= flipCull;
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// TODO: This is a bit ugly. Should bypass when clipping...
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uint32_t xScale = gstate.viewportxscale;
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uint32_t xCenter = gstate.viewportxcenter;
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uint32_t yScale = gstate.viewportyscale;
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uint32_t yCenter = gstate.viewportycenter;
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uint32_t zScale = gstate.viewportzscale;
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uint32_t zCenter = gstate.viewportzcenter;
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// Force scale to 1 and center to zero.
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gstate.viewportxscale = (GE_CMD_VIEWPORTXSCALE << 24) | 0x3F8000;
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gstate.viewportxcenter = (GE_CMD_VIEWPORTXCENTER << 24) | 0x000000;
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gstate.viewportyscale = (GE_CMD_VIEWPORTYSCALE << 24) | 0x3F8000;
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gstate.viewportycenter = (GE_CMD_VIEWPORTYCENTER << 24) | 0x000000;
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// Z we scale to 65535 for neg z clipping.
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gstate.viewportzscale = (GE_CMD_VIEWPORTZSCALE << 24) | 0x477FFF;
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gstate.viewportzcenter = (GE_CMD_VIEWPORTZCENTER << 24) | 0x000000;
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// Before we start, submit 0 prims to reset the prev prim type.
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// Following submits will always be KEEP_PREVIOUS.
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if (!continuation)
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transformUnit.SubmitPrimitive(nullptr, nullptr, prim, 0, vertTypeID, nullptr, this);
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for (int i = 0; i < vertexCount; i++) {
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ClipVertexData vert;
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vert.clippos = ClipCoords(buffer[i].pos);
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vert.v.texturecoords.x = buffer[i].u;
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vert.v.texturecoords.y = buffer[i].v;
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vert.v.texturecoords.z = buffer[i].uv_w;
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if (gstate.isModeThrough()) {
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vert.v.texturecoords.x *= gstate.getTextureWidth(0);
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vert.v.texturecoords.y *= gstate.getTextureHeight(0);
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} else {
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vert.clippos.z *= 1.0f / 65535.0f;
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}
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vert.v.clipw = buffer[i].pos_w;
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vert.v.color0 = buffer[i].color0_32;
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vert.v.color1 = gstate.isUsingSecondaryColor() && !gstate.isModeThrough() ? buffer[i].color1_32 : 0;
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vert.v.fogdepth = buffer[i].fog;
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vert.v.screenpos.x = (int)(buffer[i].x * 16.0f);
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vert.v.screenpos.y = (int)(buffer[i].y * 16.0f);
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vert.v.screenpos.z = (u16)(u32)buffer[i].z;
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transformUnit.SubmitImmVertex(vert, this);
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}
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gstate.viewportxscale = xScale;
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gstate.viewportxcenter = xCenter;
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gstate.viewportyscale = yScale;
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gstate.viewportycenter = yCenter;
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gstate.viewportzscale = zScale;
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gstate.viewportzcenter = zCenter;
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gstate.cullmode ^= flipCull;
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// TODO: Should really clear, but a bunch of values are forced so we this is safest.
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transformUnit.SetDirty(SoftDirty(-1));
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}
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// Skinning in the decoder was wasted (ApplyGESkinning overwrites what it skins), and in God of War it took 4% of
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// the emulation thread. The decoders for everything else (bounding boxes, splines) still skin.
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VertexDecoder *SoftwareDrawEngine::FindVertexDecoder(u32 vtype) {
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const u32 vertTypeID = GetVertTypeID(vtype, gstate.getUVGenMode());
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VertexDecoder *dec;
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if (transformDecoders_.Get(vertTypeID, &dec))
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return dec;
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VertexDecoderOptions options = decOptions_;
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options.callerSkins = true;
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dec = new VertexDecoder();
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dec->SetVertexType(vertTypeID, options, decJitCache_);
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transformDecoders_.Insert(vertTypeID, dec);
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return dec;
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}
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// The clip space position from the combined matrix's rows (gpu/probe exp32, exp34, exp42), each component
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// summed like a matrix row, the four at once. The position is (x, y, z, 1); the translation is a term of its own.
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static inline Vec4F32 GEClipPosition(Vec4F32 pos, const GERowSumRows &rows) {
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return GERowSum4<4>(pos, rows);
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}
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// The texture coordinates from the 4x3 texture matrix's rows, summed like clip space rows (gpu/probe exp64).
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// The source is (x, y, z, 1).
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static inline Vec3Packedf GETexGen(Vec4F32 source, const GERowSumRows &rows) {
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alignas(16) float out[4];
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GERowSum4<4>(source, rows).Store(out);
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return Vec3Packedf(out[0], out[1], out[2]);
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}
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template <bool depthClamp, bool alwaysCheckRange>
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static ScreenCoords ClipToScreenInternal(Vec3f scaled, const ClipCoords &coords, bool *outside_range_flag) {
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// Account for rounding for X and Y.
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// TODO: Validate actual rounding range.
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constexpr float SCREEN_BOUND = 4095.0f + (15.5f / 16.0f);
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// This matches hardware tests - depth is clamped when this flag is on.
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if constexpr (depthClamp) {
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// A vertex the near plane clips away (z < -w) doesn't set the flag, even for x and y. One exactly on
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// the plane isn't clipped, so its range counts (gpu/clipping/guardband).
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// Written as a test for inside, so a NaN coordinate is outside: converting it to an integer below differs
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// by CPU, and on x86-64 its triangles became huge slivers.
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if ((alwaysCheckRange || !(coords.z < -coords.w)) && !(scaled.x < SCREEN_BOUND && scaled.y < SCREEN_BOUND && scaled.x >= 0 && scaled.y >= 0)) {
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*outside_range_flag = true;
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}
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if (scaled.z < 0.f)
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scaled.z = 0.f;
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else if (scaled.z > 65535.0f)
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scaled.z = 65535.0f;
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} else if (!(scaled.x <= SCREEN_BOUND && scaled.y < SCREEN_BOUND && scaled.x >= 0 && scaled.y >= 0 && scaled.z >= 0.0f && scaled.z < 65536.0f)) {
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*outside_range_flag = true;
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}
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// 16 = 0xFFFF / 4095.9375
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static_assert(SCREEN_SCALE_FACTOR == 16, "Currently only supports scale 16");
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int x = (int)floorf(scaled.x * 16.0f) - gstate.getOffsetX16();
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int y = (int)floorf(scaled.y * 16.0f) - gstate.getOffsetY16();
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return ScreenCoords(x, y, scaled.z);
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}
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static inline ScreenCoords ClipToScreenInternal(const ClipCoords &coords, bool *outside_range_flag) {
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// Parameters here can seem invalid, but the PSP is fine with negative viewport widths etc.
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// The checking that OpenGL and D3D do is actually quite superflous as the calculations still "work"
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// with some pretty crazy inputs, which PSP games are happy to do at times.
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float xScale = gstate.getViewportXScale();
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float xCenter = gstate.getViewportXCenter();
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float yScale = gstate.getViewportYScale();
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float yCenter = gstate.getViewportYCenter();
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float zScale = gstate.getViewportZScale();
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float zCenter = gstate.getViewportZCenter();
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float x = GEViewport(coords.x, coords.w, xScale, xCenter);
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float y = GEViewport(coords.y, coords.w, yScale, yCenter);
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float z = GEScreenZ(coords.z, coords.w, zScale, zCenter);
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if (gstate.isDepthClipEnabled()) {
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return ClipToScreenInternal<true, true>(Vec3f(x, y, z), coords, outside_range_flag);
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}
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return ClipToScreenInternal<false, true>(Vec3f(x, y, z), coords, outside_range_flag);
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}
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ScreenCoords TransformUnit::ClipToScreen(const ClipCoords &coords, bool *outsideRangeFlag) {
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return ClipToScreenInternal(coords, outsideRangeFlag);
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}
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// Near plane clipping (gpu/probe exp43-46): from the inside vertex, t = d_in / (d_in - d_out) with
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// d = z + w, using the GE's reciprocal, and each coordinate is in + t * (out - in), all in float24 math.
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float TransformUnit::NearPlaneT(const ClipCoords &in, const ClipCoords &out) {
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const float dIn = GEAdd(in.z, in.w);
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const float dOut = GEAdd(out.z, out.w);
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const float den = TruncateToFloat24(GEAdd(dIn, -dOut));
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return ProductToFloat24((double)TruncateToFloat24(dIn) * GERecip(den));
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}
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ClipCoords TransformUnit::NearPlanePoint(const ClipCoords &in, const ClipCoords &out, float t) {
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ClipCoords result;
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for (int c = 0; c < 4; ++c) {
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const float delta = TruncateToFloat24(GEAdd(out[c], -in[c]));
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result[c] = TruncateToFloat24(GEAdd(ProductToFloat24((double)t * delta), in[c]));
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}
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return result;
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}
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ScreenCoords TransformUnit::DrawingToScreen(const DrawingCoords &coords, u16 z) {
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ScreenCoords ret;
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ret.x = (u32)coords.x * SCREEN_SCALE_FACTOR;
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ret.y = (u32)coords.y * SCREEN_SCALE_FACTOR;
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ret.z = z;
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return ret;
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}
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enum class MatrixMode {
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POS_TO_CLIP = 1,
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WORLD_TO_CLIP = 2,
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};
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struct TransformState {
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Lighting::State lightingState;
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float matrix[16];
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// The same, taken apart for GEClipPosition, and its columns (a clip coordinate each) for PreparePositions4.
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GERowSumRows clipRows;
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GERowSumEntries clipEntries[4];
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// The world matrix's rows, for the normal: each component summed like a matrix row (gpu/probe exp61).
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GERowSumRows worldNormalRows;
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Vec4f posToFog;
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// With finite fog parameters, the GE's own arithmetic (gpu/probe exp20): the view z as a row of the
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// combined world-view matrix, then float24(GEAdd(z, end) * slope).
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bool fogGE;
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GERowSumRows viewZRows;
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GERowSumEntries viewZEntries;
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float fogEnd;
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float fogSlope;
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Vec3f screenScale;
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Vec3f screenAdd;
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// The same in lanes 0-2 for GEViewport3, when all are finite float24s.
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bool viewport3;
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Vec4F32 screenScale4;
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Vec4F32 screenAdd4;
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bool depthClamp;
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// The position stage can be done four vertices at a time (PreparePositions4).
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bool prepare4;
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// The texture matrix's rows, for GETexGen.
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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;
|
|
// The bone matrices' entries, taken apart for the products.
|
|
GEMulOperand boneOps[8 * 12];
|
|
for (int i = 0; i < nweights * 12; ++i)
|
|
boneOps[i] = GEMulOperand::From(Vec4F32::Splat(gstate.boneMatrix[i]));
|
|
// Four vertices at a time, a lane each; the last group repeats the last vertex.
|
|
for (int v0 = 0; v0 < count; v0 += 4) {
|
|
alignas(16) float weights[8][4];
|
|
alignas(16) float pos[3][4]{}, nrm[3][4]{};
|
|
for (int l = 0; l < 4; ++l) {
|
|
const int v = std::min(v0 + l, count - 1);
|
|
const u8 *in = raw + v * dec.VertexSize();
|
|
auto component = [&](int off, int c, auto read) {
|
|
return dec.morphcount > 1 ? GEMorphComponent(dec, in, off, c, read) : read(in + off, c);
|
|
};
|
|
for (int b = 0; b < nweights; ++b)
|
|
weights[b][l] = TruncateToFloat24(component(dec.weightoff, b, [&](const u8 *p, int i) { return ReadRawWeight(p, dec.weighttype, i); }));
|
|
for (int i = 0; i < 3; ++i) {
|
|
if (hasPos)
|
|
pos[i][l] = component(dec.posoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.pos, c); });
|
|
if (hasNrm)
|
|
nrm[i][l] = component(dec.nrmoff, i, [&](const u8 *p, int c) { return ReadRawComponent(p, dec.nrm, c); });
|
|
}
|
|
}
|
|
Vec4F32 posv[3], nrmv[3];
|
|
for (int i = 0; i < 3; ++i) {
|
|
posv[i] = Vec4F32::LoadAligned(pos[i]);
|
|
nrmv[i] = Vec4F32::LoadAligned(nrm[i]);
|
|
}
|
|
|
|
// Each component of each vertex 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. A
|
|
// lane whose weight is zero adds zeros, which leave its sums as they are, as skipping the bone would.
|
|
Vec4F32 accPos[3], accNrm[3];
|
|
// Without the fallbacks first, with the operands taken apart once: the fallbacks are rarely needed,
|
|
// and then the group is done again with them.
|
|
Vec4S32 bad = Vec4S32::Zero();
|
|
{
|
|
GEMulOperand posOp[3], nrmOp[3];
|
|
for (int c = 0; c < 3; ++c) {
|
|
accPos[c] = Vec4F32::Zero();
|
|
accNrm[c] = Vec4F32::Zero();
|
|
posOp[c] = GEMulOperand::From(posv[c]);
|
|
nrmOp[c] = GEMulOperand::From(nrmv[c]);
|
|
}
|
|
for (int b = 0; b < nweights; ++b) {
|
|
const Vec4F32 w = Vec4F32::LoadAligned(weights[b]);
|
|
if (!AnyCompareBitsSet(w.CompareEq(Vec4F32::Zero()) ^ Vec4S32::Splat(-1)))
|
|
continue;
|
|
const GEMulOperand wOp = GEMulOperand::From(w);
|
|
const GEMulOperand *m = &boneOps[b * 12];
|
|
for (int c = 0; c < 3; ++c) {
|
|
accPos[c] = GEAddFloat24x4Unchecked(accPos[c], GEMulFloat24x4Unchecked(wOp, m[9 + c], bad), bad);
|
|
for (int j = 0; j < 3; ++j) {
|
|
const GEMulOperand row = GEMulOperand::From(GEMulFloat24x4Unchecked(wOp, m[3 * j + c], bad));
|
|
accPos[c] = GEAddFloat24x4Unchecked(accPos[c], GEMulFloat24x4Unchecked(posOp[j], row, bad), bad);
|
|
if (hasNrm)
|
|
accNrm[c] = GEAddFloat24x4Unchecked(accNrm[c], GEMulFloat24x4Unchecked(nrmOp[j], row, bad), bad);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (AnyCompareBitsSet(bad)) {
|
|
for (int c = 0; c < 3; ++c) {
|
|
accPos[c] = Vec4F32::Zero();
|
|
accNrm[c] = Vec4F32::Zero();
|
|
}
|
|
for (int b = 0; b < nweights; ++b) {
|
|
const Vec4F32 w = Vec4F32::LoadAligned(weights[b]);
|
|
if (!AnyCompareBitsSet(w.CompareEq(Vec4F32::Zero()) ^ Vec4S32::Splat(-1)))
|
|
continue;
|
|
// The bone's entries 3j + c (the translation j = 3), times the weights.
|
|
const float *m = gstate.boneMatrix + b * 12;
|
|
for (int c = 0; c < 3; ++c) {
|
|
Vec4F32 rows[4];
|
|
for (int j = 0; j < 4; ++j)
|
|
rows[j] = GEMulFloat24x4(w, Vec4F32::Splat(m[3 * j + c]));
|
|
accPos[c] = GEAddFloat24x4(accPos[c], rows[3]);
|
|
for (int j = 0; j < 3; ++j) {
|
|
accPos[c] = GEAddFloat24x4(accPos[c], GEMulFloat24x4(posv[j], rows[j]));
|
|
if (hasNrm)
|
|
accNrm[c] = GEAddFloat24x4(accNrm[c], GEMulFloat24x4(nrmv[j], rows[j]));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Back to a vector per vertex.
|
|
Vec4F32 p[4] = { accPos[0], accPos[1], accPos[2], Vec4F32::Zero() };
|
|
Vec4F32 n[4] = { accNrm[0], accNrm[1], accNrm[2], Vec4F32::Zero() };
|
|
Vec4F32::Transpose(p[0], p[1], p[2], p[3]);
|
|
Vec4F32::Transpose(n[0], n[1], n[2], n[3]);
|
|
alignas(16) float result[4];
|
|
for (int l = 0; l < 4 && v0 + l < count; ++l) {
|
|
u8 *out = decoded + (v0 + l) * fmt.stride;
|
|
if (hasPos) {
|
|
p[l].Store(result);
|
|
memcpy(out + fmt.posoff, result, 3 * sizeof(float));
|
|
}
|
|
if (hasNrm) {
|
|
n[l].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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// PreparePositions4 for count vertices from first, in out (which has room for 3 more).
|
|
static void PreparePositionRange(VertexReader &vreader, int first, int count, const TransformState &state, TransformUnit::PreparedPosition *out) {
|
|
for (int i = 0; i < count; i += 4) {
|
|
Vec4F32 pos[4];
|
|
for (int j = 0; j < 4; ++j) {
|
|
vreader.Goto(first + std::min(i + j, count - 1));
|
|
pos[j] = vreader.ReadPosOne();
|
|
}
|
|
if (!PreparePositions4(pos, state, &out[i])) {
|
|
for (int j = 0; j < 4; ++j)
|
|
out[i + j].valid = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
class SoftwareVertexReader {
|
|
public:
|
|
// With runPos (not negative), the vertices are transformed as part of a run, from there in runVerts_
|
|
// (TransformUnit::StartRun).
|
|
SoftwareVertexReader(u8 *base, VertexDecoder &vdecoder, u32 vertex_type, int vertex_count, const void *vertices, const void *indices, const TransformState &transformState, TransformUnit &transform, int runPos = -1)
|
|
: vreader_(base, vdecoder.GetDecVtxFmt(), vertex_type), conv_(vertex_type, indices), transformState_(transformState), transform_(transform), runPos_(runPos) {
|
|
run_ = runPos >= 0 ? &transform.runVerts_[runPos] : nullptr;
|
|
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 && !run_) {
|
|
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_ || run_)
|
|
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 && !run_;
|
|
if (!usePrepared_)
|
|
return;
|
|
const int count = upperBound_ - lowerBound_ + 1;
|
|
if ((int)prepared_.size() < count + 3)
|
|
prepared_.resize(std::max(128, count + 3));
|
|
PreparePositionRange(vreader_, 0, count, transformState_, prepared_.data());
|
|
}
|
|
|
|
inline void Read(int vtx, ClipVertexData &out) {
|
|
if (run_) {
|
|
transform_.RunNeed(runPos_ + vtx);
|
|
out = run_[vtx];
|
|
return;
|
|
}
|
|
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;
|
|
const ClipVertexData *run_;
|
|
int runPos_;
|
|
};
|
|
|
|
// Static to reduce allocations mid-frame.
|
|
std::vector<ClipVertexData> SoftwareVertexReader::cached_;
|
|
std::vector<TransformUnit::PreparedPosition> SoftwareVertexReader::prepared_;
|
|
|
|
// Tuned on a 16 core Ryzen under WSL2, where a thread wake up costs the waker about 15 us and takes about 50 us
|
|
// to arrive: on bare metal, other values may pay off. Below this, a run's vertices are transformed a draw at a
|
|
// time. Even without helpers, a run is faster than its draws one by one (16 beat 32, 64 and 128 in God of War).
|
|
static constexpr int RUN_MIN_VERTICES = 16;
|
|
// Vertices per chunk of a run.
|
|
static constexpr int RUN_CHUNK = 32;
|
|
// Helper threads for a run, besides this one: in God of War, two beat one, three and four.
|
|
static constexpr int RUN_MAX_HELPERS = 2;
|
|
|
|
static TransformState transformState;
|
|
|
|
// Decodes a run of draws' vertices (runCount from vertices, possibly a single draw's), and starts transforming
|
|
// them into runVerts_, in chunks that helper threads share. The draws take each vertex as it's done (RunNeed),
|
|
// drawing what they can meanwhile. With the transform state as it is for all of them: the draws in between change
|
|
// nothing (SoftGPU::RunVertexCount). False if it doesn't apply.
|
|
bool TransformUnit::StartRun(const void *vertices, u32 vertexType, int runCount, VertexDecoder &vdecoder, TransformState &state) {
|
|
const DecVtxFormat &fmt = vdecoder.GetDecVtxFmt();
|
|
if (runCount < RUN_MIN_VERTICES || (size_t)runCount * fmt.stride > TRANSFORM_BUF_SIZE || vdecoder.throughmode)
|
|
return false;
|
|
const u8 *raw = (const u8 *)vertices;
|
|
const UVScale uvScale = UsesGEUVScale(vertexType) ? UVScale{ 1.0f, 1.0f, 0.0f, 0.0f } : LoadUVScaleOffset(gstate);
|
|
vdecoder.DecodeVerts(decoded_, raw, &uvScale, runCount);
|
|
if (vdecoder.morphcount > 1)
|
|
ApplyGEMorph(decoded_, vdecoder, raw, runCount);
|
|
|
|
VertexReader reader(decoded_, fmt, vertexType);
|
|
binner_->UpdateState();
|
|
if (binner_->HasDirty(SoftDirty::LIGHT_ALL | SoftDirty::TRANSFORM_ALL)) {
|
|
ComputeTransformState(&state, reader);
|
|
binner_->ClearDirty(SoftDirty::LIGHT_ALL | SoftDirty::TRANSFORM_ALL);
|
|
}
|
|
|
|
if ((int)runVerts_.size() < runCount)
|
|
runVerts_.resize(runCount);
|
|
RunJob &job = *runJob_;
|
|
// The new run first, with no chunks to take until it's set up: a helper still looking at an earlier run could
|
|
// otherwise take one with this run's count, done as that run's, and RunNeed would wait for it forever.
|
|
job.gen++;
|
|
job.claim.store(((uint64_t)job.gen << 32) | 0x7FFFFFFF, std::memory_order_release);
|
|
const VertexCarry carry = carry_;
|
|
job.work = [this, &vdecoder, raw, &state, carry](int chunk) {
|
|
TransformRunChunk(chunk, vdecoder, raw, state, carry);
|
|
};
|
|
runCount_ = runCount;
|
|
const int chunks = (runCount + RUN_CHUNK - 1) / RUN_CHUNK;
|
|
job.maxHelpers = std::min({ RUN_MAX_HELPERS, 31, g_threadManager.GetNumLooperThreads() - BinManager::MAX_DRAW_THREADS });
|
|
if ((int)job.chunkGen.size() < chunks) {
|
|
// No helper uses it: FinishRun waited for every chunk taken.
|
|
std::vector<std::atomic<uint32_t>> grown(chunks * 2);
|
|
for (auto &g : grown)
|
|
g.store(0, std::memory_order_relaxed);
|
|
job.chunkGen.swap(grown);
|
|
}
|
|
job.chunks.store(chunks, std::memory_order_relaxed);
|
|
job.done.store(0, std::memory_order_relaxed);
|
|
job.claim.store((uint64_t)job.gen << 32, std::memory_order_release);
|
|
// Helpers waiting for a run take this one without a wake up.
|
|
if (job.maxHelpers > 0 && chunks > 1)
|
|
job.SpawnHelper(job.gen);
|
|
runActive_ = true;
|
|
|
|
runNext_ = raw;
|
|
runType_ = vertexType;
|
|
runPos_ = 0;
|
|
runRemaining_ = runCount;
|
|
return true;
|
|
}
|
|
|
|
// Makes sure a vertex of the run (an index into runVerts_) is transformed, doing other chunks while its isn't.
|
|
void TransformUnit::RunNeed(int index) {
|
|
RunJob &job = *runJob_;
|
|
const int chunk = index / RUN_CHUNK;
|
|
while (job.chunkGen[chunk].load(std::memory_order_acquire) != job.gen) {
|
|
if (!job.HelpOne(job.gen))
|
|
std::this_thread::yield();
|
|
}
|
|
}
|
|
|
|
// Waits for all of the run's chunks: they use decoded_, the transform state and gstate.
|
|
void TransformUnit::FinishRun() {
|
|
if (!runActive_)
|
|
return;
|
|
RunJob &job = *runJob_;
|
|
job.Help(job.gen);
|
|
while (job.done.load(std::memory_order_acquire) < job.chunks.load(std::memory_order_relaxed))
|
|
std::this_thread::yield();
|
|
runActive_ = false;
|
|
}
|
|
|
|
// A chunk of a run: what a draw would do with its vertices, from skinning to ReadVertex.
|
|
void TransformUnit::TransformRunChunk(int chunk, const VertexDecoder &vdecoder, const u8 *raw, const TransformState &state, const VertexCarry &carry) {
|
|
const int first = chunk * RUN_CHUNK;
|
|
const int count = std::min(RUN_CHUNK, runCount_ - first);
|
|
const DecVtxFormat &fmt = vdecoder.GetDecVtxFmt();
|
|
if (vdecoder.weighttype != 0)
|
|
ApplyGESkinning(decoded_ + first * fmt.stride, vdecoder, raw + first * vdecoder.VertexSize(), count);
|
|
VertexReader reader(decoded_, fmt, runType_);
|
|
PreparedPosition prepared[RUN_CHUNK + 3];
|
|
if (state.prepare4)
|
|
PreparePositionRange(reader, first, count, state, prepared);
|
|
// Within a draw, the format has UVs and a normal for every vertex or for none, so each chunk can start from
|
|
// the carry the run started with.
|
|
VertexCarry chunkCarry = carry;
|
|
for (int i = 0; i < count; ++i) {
|
|
reader.Goto(first + i);
|
|
ReadVertex(reader, state, chunkCarry, runVerts_[first + i], state.prepare4 ? &prepared[i] : nullptr);
|
|
}
|
|
}
|
|
|
|
void TransformUnit::SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine, int runCount)
|
|
{
|
|
VertexDecoder &vdecoder = *drawEngine->FindVertexDecoder(vertex_type);
|
|
|
|
if (bytesRead)
|
|
*bytesRead = vertex_count * vdecoder.VertexSize();
|
|
|
|
// Frame skipping.
|
|
if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME) {
|
|
runRemaining_ = 0;
|
|
FinishRun();
|
|
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) {
|
|
runRemaining_ = 0;
|
|
FinishRun();
|
|
return;
|
|
}
|
|
|
|
// Part of a run of draws transformed together (StartRun)?
|
|
bool fromRun = !indices && InRun(vertices, vertex_type) && vertex_count <= runRemaining_ && !binner_->HasDirty(SoftDirty::LIGHT_ALL | SoftDirty::TRANSFORM_ALL);
|
|
if (!fromRun) {
|
|
runRemaining_ = 0;
|
|
FinishRun();
|
|
if (!indices && runCount >= vertex_count)
|
|
fromRun = StartRun(vertices, vertex_type, runCount, vdecoder, transformState);
|
|
}
|
|
SoftwareVertexReader vreader(decoded_, vdecoder, vertex_type, vertex_count, vertices, indices, transformState, *this, fromRun ? runPos_ : -1);
|
|
// After the draw: its last vertex is transformed the latest.
|
|
auto advanceRun = [&]() {
|
|
if (!fromRun)
|
|
return;
|
|
// What the next draw carries is this one's last vertex's (gpu/vertices/carry), as reading it would leave it.
|
|
RunNeed(runPos_ + vertex_count - 1);
|
|
VertexReader last(decoded_, vdecoder.GetDecVtxFmt(), vertex_type);
|
|
last.Goto(runPos_ + vertex_count - 1);
|
|
if (last.hasUV()) {
|
|
float uv[2];
|
|
last.ReadUV(uv);
|
|
carry_.tc = Vec3Packedf(uv[0], uv[1], 0.0f);
|
|
}
|
|
if (last.hasNormal())
|
|
last.ReadNrmF32().Store(carry_.normal);
|
|
runPos_ += vertex_count;
|
|
runRemaining_ -= vertex_count;
|
|
runNext_ = (const u8 *)vertices + vertex_count * vdecoder.VertexSize();
|
|
if (runRemaining_ == 0)
|
|
FinishRun();
|
|
};
|
|
|
|
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;
|
|
}
|
|
advanceRun();
|
|
}
|
|
|
|
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);
|
|
}
|