Files
ppsspp/GPU/Software/TransformUnit.h
T
Henrik RydgårdandClaude Opus 5.5 d272703721 SoftGPU: Keep the vertex position, normal and light vectors as Vec4F32
The position is read once as (x, y, z, 1) for the clip, fog, texgen and
light vector rows, and lighting works on Vec4F32 throughout, without
going through arrays. Each light's constant term, its position minus
the world translation, is computed once per state instead of per
vertex. The texture matrix rows are now prepared with the transform
state, so loading that matrix dirties it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-09 09:07:12 +02:00

205 lines
6.4 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/.
#pragma once
#include "CommonTypes.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/GPUCommon.h"
#include "GPU/Software/SoftGpu.h"
#include "GPU/Math3D.h"
#include "GPU/Software/GEMath.h"
using namespace Math3D;
static constexpr int32_t SCREEN_SCALE_FACTOR = 16;
typedef u16 u10; // TODO: erm... :/
typedef Vec3<float> ModelCoords;
typedef Vec3<float> WorldCoords;
typedef Vec3<float> ViewCoords;
typedef Vec4<float> ClipCoords; // Range: -w <= x/y/z <= w
class BinManager;
struct TransformState;
enum class CullType {
CW = 0,
CCW = 1,
OFF = 2,
};
struct ScreenCoords {
ScreenCoords() = default;
ScreenCoords(int _x, int _y, u16 _z) : x(_x), y(_y), z(_z) {}
int x;
int y;
u16 z;
Vec2<int> xy() const { return Vec2<int>(x, y); }
ScreenCoords operator * (const float t) const {
return ScreenCoords((int)(x * t), (int)(y * t), (u16)(z * t));
}
ScreenCoords operator / (const int t) const {
return ScreenCoords(x / t, y / t, z / t);
}
ScreenCoords operator + (const ScreenCoords& oth) const {
return ScreenCoords(x + oth.x, y + oth.y, z + oth.z);
}
};
struct DrawingCoords {
DrawingCoords() = default;
DrawingCoords(s16 x, s16 y) : x(x), y(y) {}
s16 x;
s16 y;
};
struct alignas(16) VertexData {
Vec3Packedf texturecoords;
float clipw;
uint32_t color0;
uint32_t color1;
ScreenCoords screenpos;
float fogdepth;
};
struct ClipVertexData {
void Lerp(float t, const ClipVertexData &a, const ClipVertexData &b) {
clippos = ::Lerp(a.clippos, b.clippos, t);
// Ignore screenpos because Lerp() is only used pre-calculation of screenpos.
v.texturecoords = ::Lerp(a.v.texturecoords, b.v.texturecoords, t);
// Colors and fog (already 8-bit per vertex) take t rounded to 1/256 (gpu/probe exp136).
const int t_int = (int)(t * 256.0f + 0.5f);
v.fogdepth = (float)(((int)(a.v.fogdepth * 256.0f) * (256 - t_int) + (int)(b.v.fogdepth * 256.0f) * t_int) >> 8) * (1.0f / 256.0f);
v.color0 = LerpInt<Vec4<int>, 256>(Vec4<int>::FromRGBA(a.v.color0), Vec4<int>::FromRGBA(b.v.color0), t_int).ToRGBA();
v.color1 = LerpInt<Vec3<int>, 256>(Vec3<int>::FromRGB(a.v.color1), Vec3<int>::FromRGB(b.v.color1), t_int).ToRGB();
}
bool OutsideRange() const {
return v.screenpos.x == 0x7FFFFFFF;
}
ClipCoords clippos;
VertexData v;
};
class VertexReader;
class SoftwareDrawEngine;
class SoftwareVertexReader;
class StringWriter;
class TransformUnit {
public:
TransformUnit(const TransformUnit &) = delete;
TransformUnit &operator=(const TransformUnit &) = delete;
TransformUnit();
~TransformUnit();
static Vec4F32 ModelToWorldNormal(Vec4F32 normal);
static ScreenCoords ClipToScreen(const ClipCoords &coords, bool *outsideRangeFlag);
// Where an edge from an inside vertex crosses the near plane, as the GE computes it.
static float NearPlaneT(const ClipCoords &in, const ClipCoords &out);
static ClipCoords NearPlanePoint(const ClipCoords &in, const ClipCoords &out, float t);
static inline DrawingCoords ScreenToDrawing(int x, int y) {
DrawingCoords ret;
// When offset > coord, this is negative and force-scissors.
ret.x = x / SCREEN_SCALE_FACTOR;
ret.y = y / SCREEN_SCALE_FACTOR;
return ret;
}
static inline DrawingCoords ScreenToDrawing(const ScreenCoords &coords) {
return ScreenToDrawing(coords.x, coords.y);
}
static ScreenCoords DrawingToScreen(const DrawingCoords &coords, u16 z);
void SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine);
void SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngine *drawEngine);
void Flush(GPUCommon *common, const char *reason);
void FlushIfOverlap(GPUCommon *common, const char *reason, bool modifying, uint32_t addr, uint32_t stride, uint32_t w, uint32_t h);
void NotifyClutUpdate(const void *src);
void NotifyTexFlush();
void GetStats(StringWriter &w);
void SetDirty(SoftDirty flags);
SoftDirty GetDirty();
private:
// What a vertex format without UVs or a normal reads: the last ones read before it.
struct VertexCarry {
Vec3Packedf tc{};
float normal[4]{};
};
ClipVertexData ReadVertex(const VertexReader &vreader, const TransformState &state, VertexCarry &carry);
// orderReversed: verts are in the opposite order of how the GE takes the triangle (matters for clipping).
void SendTriangle(CullType cullType, const ClipVertexData *verts, int provoking = 2, bool orderReversed = false);
u8 *decoded_ = nullptr;
VertexCarry carry_;
BinManager *binner_ = nullptr;
// Normally max verts per prim is 3, but we temporarily need 4 to detect rectangles from strips.
ClipVertexData data_[4];
// This is the index of the next vert in data (or higher, may need modulus.)
int data_index_ = 0;
GEPrimitiveType prev_prim_ = GE_PRIM_POINTS;
bool hasDraws_ = false;
bool isImmDraw_ = false;
friend SoftwareVertexReader;
};
enum class ClipInfoFlags;
class SoftwareDrawEngine : public DrawEngineCommon {
public:
SoftwareDrawEngine();
~SoftwareDrawEngine();
void DeviceLost() override {}
void DeviceRestore(Draw::DrawContext *draw) override {}
void NotifyConfigChanged() override;
void Flush() override;
void DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) override;
void DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) override;
VertexDecoder *FindVertexDecoder(u32 vtype);
TransformUnit transformUnit;
#if PPSSPP_ARCH(32BIT)
#undef new
void *operator new(size_t s) {
return AllocateAlignedMemory(s, 16);
}
void operator delete(void *p) {
FreeAlignedMemory(p);
}
#endif
};