Files
ppsspp/GPU/Common/DrawEngineCommon.h
T
Unknown W. Brackets 70d17d1bc7 Track flags to reduce unnecessary VRAM zeroing.
If we haven't downloaded to RAM since the last zero, no need to zero
again.  This is the most common case.
2017-04-09 15:10:07 -07:00

117 lines
4.1 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 <vector>
#include <unordered_map>
#include "Common/CommonTypes.h"
#include "GPU/GPUState.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/VertexDecoderCommon.h"
class VertexDecoder;
enum {
VERTEX_BUFFER_MAX = 65536,
DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 64,
DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 16,
SPLINE_BUFFER_SIZE = VERTEX_BUFFER_MAX * 26, // At least, this buffer needs greater than 1679616 bytes for Mist Dragon morphing in FF4CC.
};
class DrawEngineCommon {
public:
DrawEngineCommon();
virtual ~DrawEngineCommon();
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
// Flush is normally non-virtual but here's a virtual way to call it, used by the shared spline code, which is expensive anyway.
// Not really sure if these wrappers are worth it...
virtual void DispatchFlush() = 0;
// Same for SubmitPrim
virtual void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) = 0;
void SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead);
void SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead);
std::vector<std::string> DebugGetVertexLoaderIDs();
std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType);
virtual void Resized();
protected:
virtual void ClearTrackedVertexArrays() {}
// Preprocessing for spline/bezier
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
bool ApplyShaderBlending();
VertexDecoder *GetVertexDecoder(u32 vtype);
inline int IndexSize(u32 vtype) const {
const u32 indexType = (vtype & GE_VTYPE_IDX_MASK);
if (indexType == GE_VTYPE_IDX_16BIT) {
return 2;
} else if (indexType == GE_VTYPE_IDX_32BIT) {
return 4;
}
return 1;
}
// Vertex collector buffers
u8 *decoded;
u16 *decIndex;
u8 *splineBuffer;
// Cached vertex decoders
u32 lastVType_ = -1;
std::unordered_map<u32, VertexDecoder *> decoderMap_;
VertexDecoder *dec_;
VertexDecoderJitCache *decJitCache_;
VertexDecoderOptions decOptions_;
// Fixed index buffer for easy quad generation from spline/bezier
u16 *quadIndices_;
// Shader blending state
bool fboTexNeedBind_;
bool fboTexBound_;
// Hardware tessellation
int numPatches;
class TessellationDataTransfer {
protected:
int prevSize;
int prevSizeTex;
int prevSizeCol;
public:
virtual ~TessellationDataTransfer() {}
// Send spline/bezier's control points to vertex shader through floating point texture.
virtual void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) = 0;
virtual void PrepareBuffers(float *&pos, float *&tex, float *&col, int size, bool hasColor, bool hasTexCoords) {};
};
TessellationDataTransfer *tessDataTransfer;
};