mirror of
https://github.com/hrydgard/ppsspp.git
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1551 lines
53 KiB
C++
1551 lines
53 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 <algorithm>
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#include <cmath>
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#include "Common/CPUDetect.h"
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#include "Common/Math/math_util.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/Math/CrossSIMD.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "GPU/GPUState.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUStateSIMDUtil.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/GPUStateUtils.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/VertexDecoderCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Software/Clipper.h"
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static bool ExpandRectangles(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, bool *pixelMappedExactly);
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static bool ExpandLines(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode);
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static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, float pointScale);
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static SoftwareTransformAction ProjectClipAndExpand(SoftwareTransformParams ¶ms, int prim, int vertexCount, u32 vertType, u16 *&inds, int indsSize, int &numDecodedVerts, int vertsSize, SoftwareTransformResult *result);
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// This is the software transform pipeline, which is necessary for supporting RECT
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// primitives correctly without geometry shaders, and may be easier to use for
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// debugging than the hardware transform pipeline.
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// Additionally, it performs some culling, clipping and clamping which it can do more accurately than the normal
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// hardware pipeline can.
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// There's code here that simply expands transformed RECTANGLES into plain triangles, additionally LINEs and POINTs get expanded
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// to produce more PSP-like behavior.
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// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
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// The verts are in the order: BR BL TL TR
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// 2 3 3 2 0 3 2 1
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// to to or
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// 1 0 0 1 1 2 3 0
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// Note: 0 is BR and 2 is TL.
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// The PSP has a funky mechanism where the UV direction of screen-space rectangles is decided by the relative positioning
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// of the two corners defining the rectangle.
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static void RotateUV(TransformedVertex v[4]) {
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const float x1 = v[2].x;
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const float x2 = v[0].x;
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const float y1 = v[2].y;
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const float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2)) {
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float tempu = v[1].u;
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float tempv = v[1].v;
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v[1].u = v[3].u;
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v[1].v = v[3].v;
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v[3].u = tempu;
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v[3].v = tempv;
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}
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}
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// Clears on the PSP are best done by drawing a series of vertical strips
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// in clear mode. This tries to detect that.
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static bool IsReallyAClear(const TransformedVertex *transformed, int numVerts, float x2, float y2) {
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if (transformed[0].x < 0.0f || transformed[0].y < 0.0f || transformed[0].x > 0.5f || transformed[0].y > 0.5f)
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return false;
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const float originY = transformed[0].y;
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// Color and Z are decided by the second vertex, so only need to check those for matching color.
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const u32 matchcolor = transformed[1].color0_32;
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const float matchz = transformed[1].z;
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for (int i = 1; i < numVerts; i++) {
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if ((i & 1) == 0) {
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// Top left of a rectangle
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if (transformed[i].y != originY)
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return false;
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float gap = fabsf(transformed[i].x - transformed[i - 1].x); // Should probably do some smarter check.
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if (i > 0 && gap > 0.0625)
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return false;
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} else {
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if (transformed[i].color0_32 != matchcolor || transformed[i].z != matchz)
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return false;
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// Bottom right
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if (transformed[i].y < y2)
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return false;
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if (transformed[i].x <= transformed[i - 1].x)
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return false;
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}
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}
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// The last vertical strip often extends outside the drawing area so we don't want an equality check.
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// But make sure it at least fully covers it.
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if (transformed[numVerts - 1].x < x2) {
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return false;
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}
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return true;
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}
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// At the end, this calls ProjectClipAndExpand which will expand rectangles as necessary, or apply culling.
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SoftwareTransformAction RunSoftwareTransform(SoftwareTransformParams ¶ms, int prim, u32 vertType, const DecVtxFormat &decVtxFormat, int &numDecodedVerts, int vertsSize, int vertexCount, u16 *&inds, int indsSize, SoftwareTransformResult *result) {
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// These primitive are not handled.
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_dbg_assert_(prim != GE_PRIM_KEEP_PREVIOUS && prim != GE_PRIM_TRIANGLE_FAN && prim != GE_PRIM_TRIANGLE_STRIP && prim != GE_PRIM_LINE_STRIP);
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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float uscale = 1.0f;
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float vscale = 1.0f;
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if (throughmode && prim != GE_PRIM_RECTANGLES) {
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// For through rectangles, we do this scaling in Expand.
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uscale /= gstate_c.curTextureWidth;
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vscale /= gstate_c.curTextureHeight;
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}
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const int w = gstate.getTextureWidth(0);
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const int h = gstate.getTextureHeight(0);
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float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
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float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
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Lighter lighter(vertType);
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float fog_end = getFloat24(gstate.fog1);
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float fog_slope = getFloat24(gstate.fog2);
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// Same fixup as in ShaderManagerGLES.cpp
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// Not really sure what a sensible value might be, but let's try 64k.
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constexpr float largeFogValue = 65535.0f;
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if (my_isnanorinf(fog_end)) {
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fog_end = std::signbit(fog_end) ? -largeFogValue : largeFogValue;
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}
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if (my_isnanorinf(fog_slope)) {
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fog_slope = std::signbit(fog_slope) ? -largeFogValue : largeFogValue;
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}
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TransformedVertex *transformed = params.transformed;
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VertexReader reader(params.decoded, decVtxFormat, vertType);
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if (throughmode) {
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const u32 materialAmbientRGBA = gstate.getMaterialAmbientRGBA();
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const bool hasColor = reader.hasColor0();
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const bool hasUV = reader.hasUV();
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for (int index = 0; index < numDecodedVerts; index++) {
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// Do not touch the coordinates or the colors. No lighting.
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reader.Goto(index);
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TransformedVertex &vert = transformed[index];
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reader.ReadPosThrough(vert.pos);
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vert.pos_w = 1.0f;
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if (hasColor) {
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vert.color0_32 = reader.ReadColor0_8888();
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} else {
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vert.color0_32 = materialAmbientRGBA;
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}
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if (hasUV) {
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reader.ReadUV(vert.uv);
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vert.u *= uscale;
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vert.v *= vscale;
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} else {
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vert.u = 0.0f;
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vert.v = 0.0f;
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}
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vert.uv_w = 1.0f;
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// Ignore color1 and fog, never used in throughmode anyway.
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// The w of uv is also never used (hardcoded to 1.0.)
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}
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// Here's the best opportunity to try to detect rectangles used to clear the screen, and
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// replace them with real clears. This can provide a speedup on certain mobile chips.
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//
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// An alternative option is to simply ditch all the verts except the first and last to create a single
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// rectangle out of many. Quite a small optimization though.
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// TODO: This bleeds outside the play area in non-buffered mode. Big deal? Probably not.
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// TODO: Allow creating a depth clear and a color draw.
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bool reallyAClear = false;
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if (numDecodedVerts > 1 && prim == GE_PRIM_RECTANGLES && gstate.isModeClear() && throughmode) {
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int scissorX2 = gstate.getScissorX2() + 1;
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int scissorY2 = gstate.getScissorY2() + 1;
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reallyAClear = IsReallyAClear(transformed, numDecodedVerts, scissorX2, scissorY2);
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if (reallyAClear && gstate.getColorMask() != 0xFFFFFFFF && (gstate.isClearModeColorMask() || gstate.isClearModeAlphaMask())) {
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result->setSafeSize = true;
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result->safeWidth = scissorX2;
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result->safeHeight = scissorY2;
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}
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}
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if (params.allowClear && reallyAClear && gl_extensions.gpuVendor != GPU_VENDOR_IMGTEC) {
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// If alpha is not allowed to be separate, it must match for both depth/stencil and color. Vulkan requires this.
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bool alphaMatchesColor = gstate.isClearModeColorMask() == gstate.isClearModeAlphaMask();
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bool depthMatchesStencil = gstate.isClearModeAlphaMask() == gstate.isClearModeDepthMask();
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bool matchingComponents = params.allowSeparateAlphaClear || (alphaMatchesColor && depthMatchesStencil);
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bool stencilNotMasked = !gstate.isClearModeAlphaMask() || gstate.getStencilWriteMask() == 0x00;
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if (matchingComponents && stencilNotMasked) {
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DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags());
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// Need to rescale from a [0, 1] float. This is the final transformed value.
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float depth = depthScale.EncodeFromU16((float)(int)(transformed[1].z * 65535.0f));
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// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
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// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
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if (!(params.everUsedEqualDepth && gstate.isClearModeDepthMask() && result->depth > 0.0f && result->depth < 1.0f)) {
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result->color = transformed[1].color0_32;
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result->depth = depth;
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gpuStats.perFrame.numClears++;
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return SW_CLEAR;
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}
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}
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}
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} else {
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const Vec4f materialAmbientRGBA = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
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// Okay, need to actually perform the full transform.
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for (int index = 0; index < numDecodedVerts; index++) {
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reader.Goto(index);
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float v[3] = {0, 0, 0};
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Vec4f c0 = Vec4f(1, 1, 1, 1);
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Vec4f c1 = Vec4f(0, 0, 0, 0);
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float uv[3] = {0, 0, 1};
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float fogCoef = 1.0f;
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float out[3];
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float pos[3];
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Vec3f normal(0, 0, 1);
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Vec3f worldnormal(0, 0, 1);
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reader.ReadPosNonThrough(pos);
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float ruv[2];
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if (reader.hasUV())
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reader.ReadUV(ruv);
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else {
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ruv[0] = 0.0f;
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ruv[1] = 0.0f;
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}
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Vec4f unlitColor;
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if (reader.hasColor0())
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reader.ReadColor0(unlitColor.AsArray());
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else
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unlitColor = materialAmbientRGBA;
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if (reader.hasNormal())
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reader.ReadNrm(normal.AsArray());
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Vec3ByMatrix43(out, pos, gstate.worldMatrix);
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if (reader.hasNormal()) {
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.NormalizedOr001(cpu_info.bSSE4_1);
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}
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// Perform lighting here if enabled.
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if (gstate.isLightingEnabled()) {
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float litColor0[4];
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float litColor1[4];
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lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, worldnormal);
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// Don't ignore gstate.lmode - we should send two colors in that case
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for (int j = 0; j < 4; j++) {
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c0[j] = litColor0[j];
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}
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if (lmode) {
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// Separate colors
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for (int j = 0; j < 4; j++) {
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c1[j] = litColor1[j];
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}
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} else {
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// Summed color into c0 (will clamp in ToRGBA().)
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for (int j = 0; j < 4; j++) {
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c0[j] += litColor1[j];
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}
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}
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} else {
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for (int j = 0; j < 4; j++) {
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c0[j] = unlitColor[j];
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}
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if (lmode) {
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// c1 is already 0.
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}
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}
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// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
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switch (gstate.getUVGenMode()) {
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case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
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case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
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// We always prescale in the vertex decoder now.
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uv[0] = ruv[0];
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uv[1] = ruv[1];
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uv[2] = 1.0f;
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break;
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case GE_TEXMAP_TEXTURE_MATRIX:
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{
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// Projection mapping
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Vec3f source(0.0f, 0.0f, 1.0f);
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switch (gstate.getUVProjMode()) {
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case GE_PROJMAP_POSITION: // Use model space XYZ as source
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source = pos;
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break;
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case GE_PROJMAP_UV: // Use unscaled UV as source
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source = Vec3f(ruv[0], ruv[1], 0.0f);
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break;
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case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
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source = normal.Normalized(cpu_info.bSSE4_1);
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break;
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case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
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source = normal;
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break;
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}
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float uvw[3];
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Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
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uv[0] = uvw[0];
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uv[1] = uvw[1];
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uv[2] = uvw[2];
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}
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break;
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case GE_TEXMAP_ENVIRONMENT_MAP:
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// Shade mapping - use two light sources to generate U and V.
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{
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auto getLPosFloat = [&](int l, int i) {
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return getFloat24(gstate.lpos[l * 3 + i]);
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};
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auto getLPos = [&](int l) {
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return Vec3f(getLPosFloat(l, 0), getLPosFloat(l, 1), getLPosFloat(l, 2));
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};
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auto calcShadingLPos = [&](int l) {
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Vec3f pos = getLPos(l);
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return pos.NormalizedOr001(cpu_info.bSSE4_1);
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};
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// Might not have lighting enabled, so don't use lighter.
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Vec3f lightpos0 = calcShadingLPos(gstate.getUVLS0());
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Vec3f lightpos1 = calcShadingLPos(gstate.getUVLS1());
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uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f;
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uv[1] = (1.0f + Dot(lightpos1, worldnormal))/2.0f;
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uv[2] = 1.0f;
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}
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break;
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default:
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break;
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}
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uv[0] = uv[0] * widthFactor;
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uv[1] = uv[1] * heightFactor;
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// Transform the coord by the view matrix.
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Vec3ByMatrix43(v, out, gstate.viewMatrix);
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fogCoef = (v[2] + fog_end) * fog_slope;
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// Then transform by the projection.
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Vec3ByMatrix44(transformed[index].pos, v, gstate.projMatrix);
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transformed[index].fog = fogCoef;
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memcpy(&transformed[index].uv, uv, 3 * sizeof(float));
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transformed[index].color0_32 = c0.ToRGBA();
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transformed[index].color1_32 = c1.ToRGBA();
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// Projection happens later in ProjectClipAndExpand.
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// Vertex depth rounding is done in the shader, to simulate the 16-bit depth buffer.
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}
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}
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// TODO: This doesn't seem to be a very good check, but let's leave it for now.
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// Detect full screen "clears" that might not be so obvious, to set the safe size if possible.
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if (!result->setSafeSize && prim == GE_PRIM_RECTANGLES && numDecodedVerts == 2 && throughmode) {
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bool clearingColor = gstate.isModeClear() && (gstate.isClearModeColorMask() || gstate.isClearModeAlphaMask());
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bool writingColor = gstate.getColorMask() != 0xFFFFFFFF;
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bool startsZeroX = transformed[0].x <= 0.0f && transformed[1].x > 0.0f && transformed[1].x > transformed[0].x;
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bool startsZeroY = transformed[0].y <= 0.0f && transformed[1].y > 0.0f && transformed[1].y > transformed[0].y;
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if (startsZeroX && startsZeroY && (clearingColor || writingColor)) {
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int scissorX2 = gstate.getScissorX2() + 1;
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int scissorY2 = gstate.getScissorY2() + 1;
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result->setSafeSize = true;
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result->safeWidth = std::min(scissorX2, (int)transformed[1].x);
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result->safeHeight = std::min(scissorY2, (int)transformed[1].y);
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}
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}
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return ProjectClipAndExpand(params, prim, vertexCount, vertType, inds, indsSize, numDecodedVerts, vertsSize, result);
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}
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// Modifies the vertices in-place. Applies viewport and projection.
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// TODO: SIMD.
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static void ProjectVertices(const GPUgstate &gstate, TransformedVertex *transformed, int vertexCount) {
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#if 0
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Lin::Vec3 vpOffset(gstate.getViewportXCenter(), gstate.getViewportYCenter(), gstate.getViewportZCenter());
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Lin::Vec3 vpScale(gstate.getViewportXScale(), gstate.getViewportYScale(), gstate.getViewportZScale());
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for (int i = 0; i < vertexCount; i++) {
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const float w = transformed[i].pos_w;
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const float recip = 1.0f / w;
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Lin::Vec3 xyz = vpOffset + vpScale.scaledBy(Lin::Vec3(transformed[i].x, transformed[i].y, transformed[i].z)) * recip;
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transformed[i].x = xyz.x;
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transformed[i].y = xyz.y;
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transformed[i].z = xyz.z;
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}
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#else
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const Vec4F32 vpOffset = LoadViewportOffsetVec(gstate);
|
|
const Vec4F32 vpScale = LoadViewportScaleVec(gstate);
|
|
// CrossSIMD implementation.
|
|
for (int i = 0; i < vertexCount; i++) {
|
|
Vec4F32 xyzw = Vec4F32::Load(&transformed[i].x);
|
|
Vec4F32 wRecip = Vec4F32::Splat(1.0f / transformed[i].pos_w);
|
|
Vec4F32 projected = (xyzw * vpScale) * wRecip + vpOffset;
|
|
// Now, we need to restore the W value as we'll still need it later.
|
|
projected.WithLane3From(xyzw).Store(&transformed[i].x);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Helper to check if a vertex is inside the near plane (z >= -w)
|
|
// We add a tiny epsilon to prevent floating-point precision issues at the exact boundary
|
|
inline bool IsInsideNearPlane(const TransformedVertex& v) {
|
|
return v.z >= -v.pos_w;
|
|
}
|
|
|
|
inline bool IsInsideFarPlane(const TransformedVertex& v) {
|
|
return v.z <= v.pos_w;
|
|
}
|
|
|
|
// TODO: Use CrossSIMD, should help.
|
|
inline void LerpTransformedVertex(TransformedVertex *dest, TransformedVertex &a, TransformedVertex &b, float t) {
|
|
dest->x = a.x + (b.x - a.x) * t;
|
|
dest->y = a.y + (b.y - a.y) * t;
|
|
dest->z = a.z + (b.z - a.z) * t;
|
|
dest->pos_w = a.pos_w + (b.pos_w - a.pos_w) * t;
|
|
dest->u = a.u + (b.u - a.u) * t;
|
|
dest->v = a.v + (b.v - a.v) * t;
|
|
dest->uv_w = a.uv_w + (b.uv_w - a.uv_w) * t;
|
|
dest->fog = a.fog + (b.fog - a.fog) * t;
|
|
|
|
// note: colorBlend is backwards.
|
|
dest->color0_32 = colorBlend(b.color0_32, a.color0_32, t);
|
|
dest->color1_32 = colorBlend(b.color1_32, a.color1_32, t);
|
|
}
|
|
|
|
// Generated by Gemini, and adapted to fit.
|
|
static void ClipTrianglesAgainstNearPlane(
|
|
TransformedVertex *transformed, int &transformedCount, int maxTransformed,
|
|
u16 *indicesIn, int numIndicesIn,
|
|
u16 *indicesOut, int &numIndicesOut, int maxIndicesOut, TransformStats *stats
|
|
) {
|
|
// Process one triangle (3 indices) at a time
|
|
for (size_t i = 0; i < numIndicesIn; i += 3) {
|
|
const u16 idx0 = indicesIn[i];
|
|
const u16 idx1 = indicesIn[i + 1];
|
|
const u16 idx2 = indicesIn[i + 2];
|
|
|
|
TransformedVertex& v0 = transformed[idx0];
|
|
TransformedVertex& v1 = transformed[idx1];
|
|
TransformedVertex& v2 = transformed[idx2];
|
|
|
|
bool in0 = IsInsideNearPlane(v0);
|
|
bool in1 = IsInsideNearPlane(v1);
|
|
bool in2 = IsInsideNearPlane(v2);
|
|
|
|
bool inFar0 = IsInsideFarPlane(v0);
|
|
bool inFar1 = IsInsideFarPlane(v1);
|
|
bool inFar2 = IsInsideFarPlane(v2);
|
|
|
|
int insideCount = (in0 ? 1 : 0) + (in1 ? 1 : 0) + (in2 ? 1 : 0);
|
|
int insideFarCount = (inFar0 ? 1 : 0) + (inFar1 ? 1 : 0) + (inFar2 ? 1 : 0);
|
|
|
|
// Case 1: Entirely visible
|
|
if (insideCount == 3) {
|
|
indicesOut[numIndicesOut++] = idx0;
|
|
indicesOut[numIndicesOut++] = idx1;
|
|
indicesOut[numIndicesOut++] = idx2;
|
|
}
|
|
// Case 2: Entirely clipped / behind near plane
|
|
else if (insideCount == 0) {
|
|
// Cull, no clipping needed.
|
|
stats->culledTrianglesNear++;
|
|
continue;
|
|
}
|
|
// Case 3: Entirely beyond far plane
|
|
else if (insideFarCount == 0) {
|
|
// All are beyond the far plane. Cull.
|
|
stats->culledTrianglesFar++;
|
|
continue;
|
|
}
|
|
// Case 3: Partially clipped
|
|
else {
|
|
stats->clippedTriangles++;
|
|
|
|
// We need to organize vertices cleanly to calculate intersections.
|
|
// We will create a local polygon array of the inside/outside states.
|
|
u16 triIdx[3] = {idx0, idx1, idx2};
|
|
bool triIn[3] = {in0, in1, in2};
|
|
|
|
// Output generated vertex indices for this clipped polygon
|
|
u16 polyIndices[4];
|
|
int polyLength = 0;
|
|
|
|
for (int j = 0; j < 3; ++j) {
|
|
int next = (j + 1) % 3;
|
|
|
|
u16 currIdx = triIdx[j];
|
|
u16 nextIdx = triIdx[next];
|
|
|
|
// If current vertex is inside, it stays a part of the output polygon
|
|
if (triIn[j]) {
|
|
polyIndices[polyLength++] = currIdx;
|
|
}
|
|
|
|
// If we cross the clipping plane line (inside->outside or outside->inside)
|
|
if (triIn[j] != triIn[next]) {
|
|
/* const */ TransformedVertex& a = transformed[currIdx];
|
|
/* const */ TransformedVertex& b = transformed[nextIdx];
|
|
|
|
// Find interpolation factor 't' where: z_interpolated = -w_interpolated
|
|
// Lerp formulation:
|
|
// z = a.z + t*(b.z - a.z)
|
|
// w = a.w + t*(b.w - a.w)
|
|
// Set z = -w => a.z + t*(b.z - a.z) = -(a.pos_w + t*(b.pos_w - a.pos_w))
|
|
// Solve for t:
|
|
float denominator = (b.z - a.z) + (b.pos_w - a.pos_w);
|
|
float t = 0.0f;
|
|
if (fabsf(denominator) > 0.000001f) {
|
|
t = (-a.z - a.pos_w) / denominator;
|
|
}
|
|
// Clamp safely due to float precision
|
|
if (t < 0.0f) t = 0.0f;
|
|
if (t > 1.0f) t = 1.0f;
|
|
|
|
// Generate new vertex at the intersection point
|
|
TransformedVertex newVertex;
|
|
LerpTransformedVertex(&newVertex, const_cast<TransformedVertex&>(a), const_cast<TransformedVertex&>(b), t);
|
|
|
|
// Force exact intersection to eliminate precision creeping down the pipeline
|
|
newVertex.z = -newVertex.pos_w;
|
|
|
|
// These can be used for debugging.
|
|
// newVertex.color0_32 = 0xFFFF00FF;
|
|
// a.color0_32 = 0xFFFF00FF;
|
|
// b.color0_32 = 0xFFFF00FF;
|
|
|
|
// Append to global vertex buffer
|
|
transformed[transformedCount++] = newVertex;
|
|
u16 newIdx = static_cast<u16>(transformedCount - 1);
|
|
polyIndices[polyLength++] = newIdx;
|
|
}
|
|
}
|
|
|
|
// Triangulate the resulting polygon array (will be either 3 or 4 vertices)
|
|
if (polyLength == 3) {
|
|
indicesOut[numIndicesOut++] = polyIndices[0];
|
|
indicesOut[numIndicesOut++] = polyIndices[1];
|
|
indicesOut[numIndicesOut++] = polyIndices[2];
|
|
} else if (polyLength == 4) {
|
|
// Triangle 1
|
|
indicesOut[numIndicesOut++] = polyIndices[0];
|
|
indicesOut[numIndicesOut++] = polyIndices[1];
|
|
indicesOut[numIndicesOut++] = polyIndices[2];
|
|
// Triangle 2
|
|
indicesOut[numIndicesOut++] = polyIndices[0];
|
|
indicesOut[numIndicesOut++] = polyIndices[2];
|
|
indicesOut[numIndicesOut++] = polyIndices[3];
|
|
}
|
|
}
|
|
}
|
|
|
|
gpuStats.perFrame.numSoftClippedTriangles++;
|
|
}
|
|
|
|
static SoftwareTransformAction ProjectClipAndExpand(SoftwareTransformParams ¶ms, int prim, int vertexCount, u32 vertType, u16 *&inds, int indsSize, int &numDecodedVerts, int vertsSize, SoftwareTransformResult *result) {
|
|
TransformedVertex *transformed = params.transformed;
|
|
TransformedVertex *transformedExpanded = params.transformedExpanded;
|
|
bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
|
|
|
|
// Step 2: expand and process primitives.
|
|
int drawIndexCount = 0;
|
|
|
|
// NOTE: ExpandRectanges/lines/etc should do clipping while they're at it.
|
|
if (prim == GE_PRIM_RECTANGLES) {
|
|
// TODO: We should cull rectangles outzide -W<Z<W here if *both* points are outside in the same direction,
|
|
// like we do with triangles.
|
|
|
|
if (!throughmode) {
|
|
ProjectVertices(gstate, transformed, numDecodedVerts);
|
|
}
|
|
|
|
if (!ExpandRectangles(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, &drawIndexCount, throughmode, &result->pixelMapped)) {
|
|
result->drawVertexCount = 0;
|
|
result->drawIndexCount = 0;
|
|
result->pixelMapped = false;
|
|
result->drawBuffer = nullptr;
|
|
return SW_CULLED;
|
|
}
|
|
result->drawBuffer = transformedExpanded;
|
|
|
|
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
|
|
// Might want to reconsider the order of things later...
|
|
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
|
|
result->setStencil = true;
|
|
if (vertexCount > 1) {
|
|
// Take the bottom right alpha value of the first rect as the stencil value.
|
|
// Technically, each rect could individually fill its stencil, but most of the
|
|
// time they use the same one.
|
|
result->stencilValue = (u8)(transformed[inds[1]].color0_32 >> 24);
|
|
} else {
|
|
result->stencilValue = 0;
|
|
}
|
|
}
|
|
} else if (prim == GE_PRIM_POINTS) {
|
|
// TODO: We should cull points here if they are outside -W<Z<W.
|
|
|
|
if (!throughmode) {
|
|
ProjectVertices(gstate, transformed, numDecodedVerts);
|
|
}
|
|
|
|
result->pixelMapped = false;
|
|
if (!ExpandPoints(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, &drawIndexCount, throughmode, params.pointScale)) {
|
|
result->drawVertexCount = 0;
|
|
result->drawIndexCount = 0;
|
|
result->drawBuffer = nullptr;
|
|
return SW_CULLED;
|
|
}
|
|
result->drawBuffer = transformedExpanded;
|
|
} else if (prim == GE_PRIM_LINES) {
|
|
// TODO: We should cull rectangles outzide -W<Z<W here if *both* points are outside in the same direction,
|
|
// like we do with triangles.
|
|
|
|
if (!throughmode) {
|
|
ProjectVertices(gstate, transformed, numDecodedVerts);
|
|
}
|
|
|
|
result->pixelMapped = false;
|
|
if (!ExpandLines(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, &drawIndexCount, throughmode)) {
|
|
result->drawVertexCount = 0;
|
|
result->drawIndexCount = 0;
|
|
result->drawBuffer = nullptr;
|
|
return SW_CULLED;
|
|
}
|
|
result->drawBuffer = transformedExpanded;
|
|
} else if (prim == GE_PRIM_TRIANGLES) {
|
|
// Triangles. We can simply draw the unexpanded buffer, although we do also take the opportunity to perform culling.
|
|
result->drawBuffer = transformed;
|
|
// We might actually write more vertics at the end of transformed.
|
|
|
|
drawIndexCount = vertexCount;
|
|
result->pixelMapped = false;
|
|
|
|
if (throughmode) {
|
|
// Nothing to do, pass the vertices right through as-is. Well, we can go look for pixel mapping,
|
|
// but we don't do any projection, culling or clipping.
|
|
if (g_Config.bSmart2DTexFiltering && !gstate_c.textureIsVideo) {
|
|
// We check some common cases for pixel mapping.
|
|
// TODO: It's not really optimal that some previous step has removed the triangle strip.
|
|
if (vertexCount <= 6 && prim == GE_PRIM_TRIANGLES) {
|
|
// It's enough to check UV deltas vs pos deltas between vertex pairs:
|
|
// 0-1 1-3 3-2 2-0. Maybe can even skip the last one. Probably some simple math can get us that sequence.
|
|
// Unfortunately we need to reverse the previous UV scaling operation. Fortunately these are powers of two
|
|
// so the operations are exact.
|
|
bool pixelMapped = true;
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
const float uscale = gstate_c.curTextureWidth;
|
|
const float vscale = gstate_c.curTextureHeight;
|
|
for (int t = 0; t < vertexCount; t += 3) {
|
|
struct { int a; int b; } pairs[] = {{0, 1}, {1, 2}, {2, 0}};
|
|
for (int i = 0; i < ARRAY_SIZE(pairs); i++) {
|
|
int a = indsIn[t + pairs[i].a];
|
|
int b = indsIn[t + pairs[i].b];
|
|
float du = fabsf((transformed[a].u - transformed[b].u) * uscale);
|
|
float dv = fabsf((transformed[a].v - transformed[b].v) * vscale);
|
|
float dx = fabsf(transformed[a].x - transformed[b].x);
|
|
float dy = fabsf(transformed[a].y - transformed[b].y);
|
|
if (du != dx || dv != dy) {
|
|
pixelMapped = false;
|
|
}
|
|
}
|
|
if (!pixelMapped) {
|
|
break;
|
|
}
|
|
}
|
|
result->pixelMapped = pixelMapped;
|
|
}
|
|
}
|
|
} else {
|
|
// Culling and clipping needs to be done here, it doesn't happen in the shader in the case of software transform.
|
|
// However, fast culling should already have taken care of the Z<-W and Z>W culling, but we check for it on a per-triangle
|
|
// basis here anyway.
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
u16 *origInds = inds;
|
|
|
|
// TODO: We should either merge the two loops, or avoid the second loop if no culling is needed.
|
|
|
|
// Now, for each triangle, throw away the indices if:
|
|
// - Depth clip/clamp on, and ALL verts are outside *in the same direction*.
|
|
// - Depth clip/clamp off, and ANY vert is outside.
|
|
|
|
u16 *newInds = inds + vertexCount;
|
|
u16 *indsOut = newInds;
|
|
|
|
if (gstate.isDepthClipEnabled()) {
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
int newIndexCount = 0;
|
|
ClipTrianglesAgainstNearPlane(transformed, numDecodedVerts, 65536, inds, vertexCount, indsOut, newIndexCount, 65336, &result->stats);
|
|
drawIndexCount = newIndexCount;
|
|
} else {
|
|
std::vector<int> outsideZ;
|
|
outsideZ.resize(vertexCount);
|
|
|
|
// First, check inside/outside directions for each index.
|
|
// We are still in clip space here, so we can cull aggressively in Z.
|
|
// TODO: This is so cheap now that we can probably avoid the buffer and just do the work below.
|
|
for (int i = 0; i < vertexCount; ++i) {
|
|
float z = transformed[indsIn[i]].z;
|
|
float w = transformed[indsIn[i]].pos_w;
|
|
if (z > w) {
|
|
outsideZ[i] = 1;
|
|
} else if (z < -w) {
|
|
outsideZ[i] = -1;
|
|
} else {
|
|
outsideZ[i] = 0;
|
|
}
|
|
}
|
|
|
|
drawIndexCount = 0;
|
|
for (int i = 0; i < vertexCount - 2; i += 3) {
|
|
if (outsideZ[i + 0] != 0 || outsideZ[i + 1] != 0 || outsideZ[i + 2] != 0) {
|
|
// Even one outside, and we cull.
|
|
continue;
|
|
}
|
|
|
|
memcpy(indsOut, indsIn + i, 3 * sizeof(uint16_t));
|
|
indsOut += 3;
|
|
drawIndexCount += 3;
|
|
}
|
|
}
|
|
|
|
inds = newInds;
|
|
|
|
// Now that we're done culling and generating clipped vertices if needed (not yet implemented), we go ahead and project.
|
|
ProjectVertices(gstate, transformed, numDecodedVerts);
|
|
|
|
#if 0
|
|
// NOTE! This code is effectively obsolete now that we have implemented depth clamp in the fragment shader,
|
|
// However, this can be an alternate partial solution for low-performance hardware in the future.
|
|
|
|
// Alright! Now, we can approximate Z-clamping, if the hardware lacks support for doing it for us.
|
|
// Now, this can only be done exactly if all vertices in a triangle are beyond the far plane.
|
|
// If not we technically need to cut it in two parts to clamp accurately.
|
|
|
|
// However, in most cases that matter (such as missing skies, etc), this is fine.
|
|
// We could be aggressive and clamp every individual vertex, but this takes the safer (but not 100% safe) route and only clamps vertices
|
|
// that are part of a triangle where all three are beyond the same plane.
|
|
|
|
const int maxZInt = gstate.getDepthRangeMax();
|
|
// float maxZ = maxZInt / 65535.0f;
|
|
const int minZInt = gstate.getDepthRangeMin();
|
|
// float minZ = minZInt / 65535.0f;
|
|
// We only need to clamp if minZ and maxZ aren't at the extreme in each direction, as otherwise
|
|
// minZ and maxZ will cut things off.
|
|
|
|
if (gstate.isDepthClipEnabled() && (minZInt == 0 || maxZInt == 65535)) {
|
|
for (int i = 0; i < drawIndexCount - 2; i += 3) {
|
|
TransformedVertex &v0 = transformed[newInds[i]];
|
|
TransformedVertex &v1 = transformed[newInds[i + 1]];
|
|
TransformedVertex &v2 = transformed[newInds[i + 2]];
|
|
if (v0.x < 0.0f || v0.x > 4096.0f ||
|
|
v1.x < 0.0f || v1.y > 4096.0f ||
|
|
v2.x < 0.0f || v2.y > 4096.0f) {
|
|
// If it's outside the viewport, we might as well skip the clamping, as it won't be visible anyway.
|
|
// continue;
|
|
}
|
|
|
|
if (minZInt == 0) {
|
|
bool v0InFront = v0.z < 0.0f;
|
|
bool v1InFront = v1.z < 0.0f;
|
|
bool v2InFront = v2.z < 0.0f;
|
|
if (v0InFront && v1InFront && v2InFront) {
|
|
v0.z = 0.0f;
|
|
v1.z = 0.0f;
|
|
v2.z = 0.0f;
|
|
}
|
|
}
|
|
|
|
if (maxZInt == 65535) {
|
|
bool v0Beyond = v0.z >= 65535.0f;
|
|
bool v1Beyond = v1.z >= 65535.0f;
|
|
bool v2Beyond = v2.z >= 65535.0f;
|
|
|
|
if (v0Beyond && v1Beyond && v2Beyond) {
|
|
v0.z = 65535.0f;
|
|
v1.z = 65535.0f;
|
|
v2.z = 65535.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
} else {
|
|
_dbg_assert_(false);
|
|
}
|
|
|
|
if (gstate.isModeClear()) {
|
|
gpuStats.perFrame.numClears++;
|
|
}
|
|
|
|
result->drawIndexCount = drawIndexCount;
|
|
result->drawVertexCount = numDecodedVerts;
|
|
return SW_DRAW_INDEXED;
|
|
}
|
|
|
|
static bool ExpandRectangles(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, bool *pixelMappedExactly) {
|
|
// Before we start, do a sanity check - does the output fit?
|
|
if ((vertexCount / 2) * 6 > indsSize) {
|
|
// Won't fit, kill the draw.
|
|
return false;
|
|
}
|
|
if ((vertexCount / 2) * 4 > vertsSize) {
|
|
// Won't fit, kill the draw.
|
|
return false;
|
|
}
|
|
|
|
// Rectangles always need 2 vertices, disregard the last one if there's an odd number.
|
|
|
|
vertexCount = vertexCount & ~1;
|
|
TransformedVertex *trans = &transformedExpanded[0];
|
|
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
u16 *newInds = inds + vertexCount;
|
|
u16 *indsOut = newInds;
|
|
|
|
numDecodedVerts = 4 * (vertexCount / 2);
|
|
|
|
float uscale = 1.0f;
|
|
float vscale = 1.0f;
|
|
if (throughmode) {
|
|
uscale /= gstate_c.curTextureWidth;
|
|
vscale /= gstate_c.curTextureHeight;
|
|
}
|
|
|
|
bool pixelMapped = g_Config.bSmart2DTexFiltering && !gstate_c.textureIsVideo;
|
|
|
|
for (int i = 0; i < vertexCount; i += 2) {
|
|
const TransformedVertex &transVtxTL = transformed[indsIn[i + 0]];
|
|
const TransformedVertex &transVtxBR = transformed[indsIn[i + 1]];
|
|
|
|
if (pixelMapped) {
|
|
float dx = transVtxBR.x - transVtxTL.x;
|
|
float dy = transVtxBR.y - transVtxTL.y;
|
|
float du = transVtxBR.u - transVtxTL.u;
|
|
float dv = transVtxBR.v - transVtxTL.v;
|
|
|
|
// NOTE: We will accept it as pixel mapped if only one dimension is stretched. This fixes dialog frames in FFI.
|
|
// Though, there could be false positives in other games due to this. Let's see if it is a problem...
|
|
if (dx <= 0 || dy <= 0 || (dx != du && dy != dv)) {
|
|
pixelMapped = false;
|
|
}
|
|
}
|
|
|
|
float z = transVtxBR.z;
|
|
// Apply Z clamping. It appears clipping/culling does not affect rectangles, see #12058.
|
|
if (z > 65535.0f) {
|
|
z = 65535.0f;
|
|
} else if (z < 0.0f) {
|
|
z = 0.0f;
|
|
}
|
|
|
|
// We have to turn the rectangle into two triangles, so 6 points.
|
|
// This is 4 verts + 6 indices.
|
|
|
|
// bottom right
|
|
trans[0] = transVtxBR;
|
|
trans[0].u = transVtxBR.u * uscale;
|
|
trans[0].v = transVtxBR.v * vscale;
|
|
trans[0].z = z;
|
|
|
|
// top right
|
|
trans[1] = transVtxBR;
|
|
trans[1].y = transVtxTL.y;
|
|
trans[1].u = transVtxBR.u * uscale;
|
|
trans[1].v = transVtxTL.v * vscale;
|
|
trans[1].z = z;
|
|
|
|
// top left
|
|
trans[2] = transVtxBR;
|
|
trans[2].x = transVtxTL.x;
|
|
trans[2].y = transVtxTL.y;
|
|
trans[2].u = transVtxTL.u * uscale;
|
|
trans[2].v = transVtxTL.v * vscale;
|
|
trans[2].z = z;
|
|
|
|
// bottom left
|
|
trans[3] = transVtxBR;
|
|
trans[3].x = transVtxTL.x;
|
|
trans[3].u = transVtxTL.u * uscale;
|
|
trans[3].v = transVtxBR.v * vscale;
|
|
trans[3].z = z;
|
|
|
|
// That's the four corners. Now process UV rotation.
|
|
RotateUV(trans);
|
|
|
|
// Triangle: BR-TR-TL
|
|
indsOut[0] = i * 2 + 0;
|
|
indsOut[1] = i * 2 + 1;
|
|
indsOut[2] = i * 2 + 2;
|
|
// Triangle: BL-BR-TL
|
|
indsOut[3] = i * 2 + 3;
|
|
indsOut[4] = i * 2 + 0;
|
|
indsOut[5] = i * 2 + 2;
|
|
|
|
trans += 4;
|
|
indsOut += 6;
|
|
}
|
|
inds = newInds;
|
|
*pixelMappedExactly = pixelMapped;
|
|
*drawIndexCount = indsOut - newInds;
|
|
return true;
|
|
}
|
|
|
|
// In-place. So, better not be doing this on GPU memory!
|
|
void IndexBufferProvokingLastToFirst(int prim, u16 *inds, int indsSize) {
|
|
switch (prim) {
|
|
case GE_PRIM_LINES:
|
|
// Swap every two indices.
|
|
for (int i = 0; i < indsSize - 1; i += 2) {
|
|
u16 temp = inds[i];
|
|
inds[i] = inds[i + 1];
|
|
inds[i + 1] = temp;
|
|
}
|
|
break;
|
|
case GE_PRIM_TRIANGLES:
|
|
// Rotate the triangle so the last becomes the first, without changing the winding order.
|
|
// This could be done with a series of pshufb, although with some "interesting"
|
|
// boundary conditions since 16 is not divisible by 3.
|
|
for (int i = 0; i < indsSize - 2; i += 3) {
|
|
u16 temp = inds[i + 2];
|
|
inds[i + 2] = inds[i + 1];
|
|
inds[i + 1] = inds[i];
|
|
inds[i] = temp;
|
|
}
|
|
break;
|
|
case GE_PRIM_POINTS:
|
|
// Nothing to do,
|
|
break;
|
|
case GE_PRIM_RECTANGLES:
|
|
// Nothing to do, already using the 2nd vertex.
|
|
break;
|
|
default:
|
|
_dbg_assert_msg_(false, "IndexBufferProvokingFirstToLast: Only works with plain indexed primitives, no strips or fans")
|
|
}
|
|
}
|
|
|
|
static bool ExpandLines(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode) {
|
|
// Before we start, do a sanity check - does the output fit?
|
|
if ((vertexCount / 2) * 6 > indsSize) {
|
|
// Won't fit, kill the draw.
|
|
return false;
|
|
}
|
|
if ((vertexCount / 2) * 4 > vertsSize) {
|
|
return false;
|
|
}
|
|
|
|
// Lines always need 2 vertices, disregard the last one if there's an odd number.
|
|
vertexCount = vertexCount & ~1;
|
|
TransformedVertex *trans = &transformedExpanded[0];
|
|
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
u16 *newInds = inds + vertexCount;
|
|
u16 *indsOut = newInds;
|
|
|
|
float dx = 1.0f;
|
|
float dy = 1.0f;
|
|
float du = 1.0f;
|
|
float dv = 1.0f;
|
|
|
|
if (throughmode) {
|
|
dx = 1.0f;
|
|
dy = 1.0f;
|
|
}
|
|
|
|
numDecodedVerts = 4 * (vertexCount / 2);
|
|
|
|
if (PSP_CoreParameter().compat.flags().CenteredLines) {
|
|
// Lines meant to be pretty in 3D like in Echochrome.
|
|
|
|
// We expand them in both directions for symmetry, so we need to halve the expansion.
|
|
dx *= 0.5f;
|
|
dy *= 0.5f;
|
|
|
|
for (int i = 0; i < vertexCount; i += 2) {
|
|
const TransformedVertex &transVtx1 = transformed[indsIn[i + 0]];
|
|
const TransformedVertex &transVtx2 = transformed[indsIn[i + 1]];
|
|
|
|
// Okay, let's calculate the perpendicular.
|
|
float horizontal = transVtx2.x - transVtx1.x;
|
|
float vertical = transVtx2.y - transVtx1.y;
|
|
|
|
Vec2f addWidth = Vec2f(-vertical, horizontal).Normalized();
|
|
|
|
float xoff = addWidth.x * dx;
|
|
float yoff = addWidth.y * dy;
|
|
|
|
// bottom right
|
|
trans[0].CopyFromWithOffset(transVtx2, xoff, yoff);
|
|
// top right
|
|
trans[1].CopyFromWithOffset(transVtx1, xoff, yoff);
|
|
// top left
|
|
trans[2].CopyFromWithOffset(transVtx1, -xoff, -yoff);
|
|
// bottom left
|
|
trans[3].CopyFromWithOffset(transVtx2, -xoff, -yoff);
|
|
|
|
// Triangle: BR-TR-TL
|
|
indsOut[0] = i * 2 + 0;
|
|
indsOut[1] = i * 2 + 1;
|
|
indsOut[2] = i * 2 + 2;
|
|
// Triangle: BL-BR-TL
|
|
indsOut[3] = i * 2 + 3;
|
|
indsOut[4] = i * 2 + 0;
|
|
indsOut[5] = i * 2 + 2;
|
|
trans += 4;
|
|
indsOut += 6;
|
|
|
|
*drawIndexCount += 6;
|
|
}
|
|
} else {
|
|
// Lines meant to be as closely compatible with upscaled 2D drawing as possible.
|
|
// We use this as default.
|
|
|
|
for (int i = 0; i < vertexCount; i += 2) {
|
|
const TransformedVertex &transVtx1 = transformed[indsIn[i + 0]];
|
|
const TransformedVertex &transVtx2 = transformed[indsIn[i + 1]];
|
|
|
|
const TransformedVertex &transVtxT = transVtx1.y <= transVtx2.y ? transVtx1 : transVtx2;
|
|
const TransformedVertex &transVtxB = transVtx1.y <= transVtx2.y ? transVtx2 : transVtx1;
|
|
const TransformedVertex &transVtxL = transVtx1.x <= transVtx2.x ? transVtx1 : transVtx2;
|
|
const TransformedVertex &transVtxR = transVtx1.x <= transVtx2.x ? transVtx2 : transVtx1;
|
|
|
|
// Sort the points so our perpendicular will bias the right direction.
|
|
const TransformedVertex &transVtxTL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxT : transVtxB;
|
|
const TransformedVertex &transVtxBL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxB : transVtxT;
|
|
|
|
// Okay, let's calculate the perpendicular.
|
|
float horizontal = transVtxTL.x - transVtxBL.x;
|
|
float vertical = transVtxTL.y - transVtxBL.y;
|
|
Vec2f addWidth = Vec2f(-vertical, horizontal).Normalized();
|
|
|
|
// bottom right
|
|
trans[0] = transVtxBL;
|
|
trans[0].x += addWidth.x * dx;
|
|
trans[0].y += addWidth.y * dy;
|
|
trans[0].u += addWidth.x * du * trans[0].uv_w;
|
|
trans[0].v += addWidth.y * dv * trans[0].uv_w;
|
|
|
|
// top right
|
|
trans[1] = transVtxTL;
|
|
trans[1].x += addWidth.x * dx;
|
|
trans[1].y += addWidth.y * dy;
|
|
trans[1].u += addWidth.x * du * trans[1].uv_w;
|
|
trans[1].v += addWidth.y * dv * trans[1].uv_w;
|
|
|
|
// top left
|
|
trans[2] = transVtxTL;
|
|
|
|
// bottom left
|
|
trans[3] = transVtxBL;
|
|
|
|
// Triangle: BR-TR-TL
|
|
indsOut[0] = i * 2 + 0;
|
|
indsOut[1] = i * 2 + 1;
|
|
indsOut[2] = i * 2 + 2;
|
|
// Triangle: BL-BR-TL
|
|
indsOut[3] = i * 2 + 3;
|
|
indsOut[4] = i * 2 + 0;
|
|
indsOut[5] = i * 2 + 2;
|
|
trans += 4;
|
|
indsOut += 6;
|
|
|
|
}
|
|
}
|
|
|
|
*drawIndexCount = indsOut - newInds;
|
|
inds = newInds;
|
|
return true;
|
|
}
|
|
|
|
static bool ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int *drawIndexCount, bool throughmode, float pointScale) {
|
|
// Before we start, do a sanity check - does the output fit?
|
|
if (vertexCount * 6 > indsSize) {
|
|
// Won't fit, kill the draw.
|
|
return false;
|
|
}
|
|
if (vertexCount * 4 > vertsSize) {
|
|
// Won't fit, kill the draw.
|
|
return false;
|
|
}
|
|
|
|
TransformedVertex *trans = &transformedExpanded[0];
|
|
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
u16 *newInds = inds + vertexCount;
|
|
u16 *indsOut = newInds;
|
|
|
|
const float offset = pointScale != 1.0f ? -pointScale * 0.5f : 0.0f;
|
|
|
|
const float dx = 1.0f * pointScale;
|
|
const float dy = 1.0f * pointScale;
|
|
|
|
const float du = 1.0f / gstate_c.curTextureWidth;
|
|
const float dv = 1.0f / gstate_c.curTextureHeight;
|
|
|
|
maxIndex = 4 * vertexCount;
|
|
for (int i = 0; i < vertexCount; ++i) {
|
|
TransformedVertex transVtxTL = transformed[indsIn[i]];
|
|
// Centering, if the logic below enables it.
|
|
transVtxTL.x += offset;
|
|
transVtxTL.y += offset;
|
|
|
|
// Create the bottom right corner.
|
|
TransformedVertex transVtxBR = transVtxTL;
|
|
transVtxBR.x += dx;
|
|
transVtxBR.y += dy;
|
|
transVtxBR.u += du * transVtxTL.uv_w;
|
|
transVtxBR.v += dv * transVtxTL.uv_w;
|
|
|
|
// We have to turn the rectangle into two triangles, so 6 points.
|
|
// This is 4 verts + 6 indices.
|
|
|
|
// bottom right
|
|
trans[0] = transVtxBR;
|
|
|
|
// top right
|
|
trans[1] = transVtxBR;
|
|
trans[1].y = transVtxTL.y;
|
|
trans[1].v = transVtxTL.v;
|
|
|
|
// top left
|
|
trans[2] = transVtxBR;
|
|
trans[2].x = transVtxTL.x;
|
|
trans[2].y = transVtxTL.y;
|
|
trans[2].u = transVtxTL.u;
|
|
trans[2].v = transVtxTL.v;
|
|
|
|
// bottom left
|
|
trans[3] = transVtxBR;
|
|
trans[3].x = transVtxTL.x;
|
|
trans[3].u = transVtxTL.u;
|
|
|
|
// Triangle: BR-TR-TL
|
|
indsOut[0] = i * 4 + 0;
|
|
indsOut[1] = i * 4 + 1;
|
|
indsOut[2] = i * 4 + 2;
|
|
// Triangle: BL-BR-TL
|
|
indsOut[3] = i * 4 + 3;
|
|
indsOut[4] = i * 4 + 0;
|
|
indsOut[5] = i * 4 + 2;
|
|
|
|
trans += 4;
|
|
indsOut += 6;
|
|
}
|
|
inds = newInds;
|
|
*drawIndexCount = indsOut - newInds;
|
|
return true;
|
|
}
|
|
|
|
// This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning.
|
|
// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
|
|
// The implementation is initially a bit inefficient but shouldn't be a big deal.
|
|
// An intermediate buffer of not-easy-to-predict size is stored at bufPtr.
|
|
u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, const VertexDecoder *dec, u32 vertType) {
|
|
// First, decode the vertices into a GPU compatible format. This step can be eliminated but will need a separate
|
|
// implementation of the vertex decoder.
|
|
// Actually if software transform is off, we could enforce it in the vertex decoder lookup before calling this,
|
|
// avoiding having to implement it again below.
|
|
const int count = upperBound + 1 - lowerBound;
|
|
dec->DecodeVerts(bufPtr, inPtr + lowerBound * dec->VertexSize(), &gstate_c.uv, count);
|
|
|
|
// OK, morphing eliminated but bones still remain to be taken care of.
|
|
// Let's do a partial software transform where we only do skinning.
|
|
|
|
VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
|
|
|
|
const u8 defaultColor[4] = {
|
|
(u8)gstate.getMaterialAmbientR(),
|
|
(u8)gstate.getMaterialAmbientG(),
|
|
(u8)gstate.getMaterialAmbientB(),
|
|
(u8)gstate.getMaterialAmbientA(),
|
|
};
|
|
|
|
// Let's have two separate loops, one for non skinning and one for skinning.
|
|
if (!dec->skinInDecode && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
|
|
int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
|
|
for (int i = lowerBound; i <= upperBound; i++) {
|
|
reader.Goto(i - lowerBound);
|
|
SimpleVertex &sv = sverts[i];
|
|
if (vertType & GE_VTYPE_TC_MASK) {
|
|
reader.ReadUV(sv.uv);
|
|
}
|
|
|
|
if (vertType & GE_VTYPE_COL_MASK) {
|
|
sv.color_32 = reader.ReadColor0_8888();
|
|
} else {
|
|
memcpy(sv.color, defaultColor, 4);
|
|
}
|
|
|
|
float nrm[3], pos[3];
|
|
float bnrm[3], bpos[3];
|
|
|
|
if (vertType & GE_VTYPE_NRM_MASK) {
|
|
// Normals are generated during tessellation anyway, not sure if any need to supply
|
|
reader.ReadNrm(nrm);
|
|
} else {
|
|
nrm[0] = 0;
|
|
nrm[1] = 0;
|
|
nrm[2] = 1.0f;
|
|
}
|
|
reader.ReadPosAuto(pos);
|
|
|
|
// Apply skinning transform directly
|
|
float weights[8];
|
|
reader.ReadWeights(weights);
|
|
// Skinning
|
|
Vec3Packedf psum(0, 0, 0);
|
|
Vec3Packedf nsum(0, 0, 0);
|
|
for (int w = 0; w < numBoneWeights; w++) {
|
|
if (weights[w] != 0.0f) {
|
|
Vec3ByMatrix43(bpos, pos, gstate.boneMatrix + w * 12);
|
|
Vec3Packedf tpos(bpos);
|
|
psum += tpos * weights[w];
|
|
|
|
Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix + w * 12);
|
|
Vec3Packedf tnorm(bnrm);
|
|
nsum += tnorm * weights[w];
|
|
}
|
|
}
|
|
sv.pos = psum;
|
|
sv.nrm = nsum;
|
|
}
|
|
} else {
|
|
for (int i = lowerBound; i <= upperBound; i++) {
|
|
reader.Goto(i - lowerBound);
|
|
SimpleVertex &sv = sverts[i];
|
|
if (vertType & GE_VTYPE_TC_MASK) {
|
|
reader.ReadUV(sv.uv);
|
|
} else {
|
|
sv.uv[0] = 0.0f; // This will get filled in during tessellation
|
|
sv.uv[1] = 0.0f;
|
|
}
|
|
if (vertType & GE_VTYPE_COL_MASK) {
|
|
sv.color_32 = reader.ReadColor0_8888();
|
|
} else {
|
|
memcpy(sv.color, defaultColor, 4);
|
|
}
|
|
if (vertType & GE_VTYPE_NRM_MASK) {
|
|
// Normals are generated during tessellation anyway, not sure if any need to supply
|
|
reader.ReadNrm((float *)&sv.nrm);
|
|
} else {
|
|
sv.nrm.x = 0.0f;
|
|
sv.nrm.y = 0.0f;
|
|
sv.nrm.z = 1.0f;
|
|
}
|
|
reader.ReadPosAuto((float *)&sv.pos);
|
|
}
|
|
}
|
|
|
|
// Okay, there we are! Return the new type (but keep the index bits)
|
|
return GE_VTYPE_TC_FLOAT | GE_VTYPE_COL_8888 | GE_VTYPE_NRM_FLOAT | GE_VTYPE_POS_FLOAT | (vertType & (GE_VTYPE_IDX_MASK | GE_VTYPE_THROUGH));
|
|
}
|
|
|
|
// clip space to screen space
|
|
static Vec3f ClipToScreen(const Vec4f& coords) {
|
|
float xScale = gstate.getViewportXScale();
|
|
float xCenter = gstate.getViewportXCenter();
|
|
float yScale = gstate.getViewportYScale();
|
|
float yCenter = gstate.getViewportYCenter();
|
|
float zScale = gstate.getViewportZScale();
|
|
float zCenter = gstate.getViewportZCenter();
|
|
|
|
float x = coords.x * xScale / coords.w + xCenter;
|
|
float y = coords.y * yScale / coords.w + yCenter;
|
|
float z = coords.z * zScale / coords.w + zCenter;
|
|
|
|
// 16 = 0xFFFF / 4095.9375
|
|
return Vec3f(x * 16 - gstate.getOffsetX16(), y * 16 - gstate.getOffsetY16(), z);
|
|
}
|
|
|
|
static Vec3f ScreenToDrawing(const Vec3f& coords) {
|
|
Vec3f ret;
|
|
ret.x = coords.x * (1.0f / 16.0f);
|
|
ret.y = coords.y * (1.0f / 16.0f);
|
|
ret.z = coords.z;
|
|
return ret;
|
|
}
|
|
|
|
// TODO: drawEngine is just for the vertex decoder lookup. See if we can clean that up.
|
|
// This is really just for vertex preview in the debugger, not for actual rendering!
|
|
// TODO: Support tessellation!! That's currently entirely broken (I guess maybe we'll draw the control points as something).
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// count is the input vertex count (describes the draw together with prim).
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bool GetCurrentDrawAsDebugVertices(DrawEngineCommon *drawEngine, GECommand cmd, GEPrimitiveType prim, GEPrimitiveType *outPrim, int count, std::vector<GPUDebugVertex> *debugVertices, std::vector<u16> *debugIndices, int *outLowerIndexBound, TransformStats *stats, DebugVertexFlags flags) {
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// This is always for the current vertices.
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u16 indexLowerBound = 0;
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u16 indexUpperBound = count - 1;
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if (!Memory::IsValidAddress(gstate_c.vertexAddr) || count == 0) {
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return false;
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}
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if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE && !Memory::IsValidAddress(gstate_c.indexAddr)) {
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return false;
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}
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const u32 vertTypeID = GetVertTypeID(gstate.vertType, gstate.getUVGenMode(), true);
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const bool throughMode = (vertTypeID & GE_VTYPE_THROUGH) != 0;
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// Points is the only primitive that generates 6x as many vertices as input indices (2 triangles per point).
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std::vector<u16> indexTemp;
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indexTemp.resize(65536); // (prim == GEPrimitiveType::GE_PRIM_POINTS ? count * 6 : count * 3) * 4);
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// First, inspect the indices to find the range we need to decode.
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const u8 *indsPtr = Memory::GetPointerUnchecked(gstate_c.indexAddr);
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if ((vertTypeID & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
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const u16_le *inds16 = (const u16_le *)indsPtr;
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const u32_le *inds32 = (const u32_le *)indsPtr;
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if (indsPtr) {
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GetIndexBounds(indsPtr, count, vertTypeID, &indexLowerBound, &indexUpperBound);
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} else {
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// Bad index buffer.
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return false;
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}
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} else {
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// No indices, so we just use the count as the upper bound.
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indexUpperBound = count - 1;
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indexLowerBound = 0;
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}
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int verticesToDecode = indexUpperBound + 1 - indexLowerBound;
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const u8 *verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
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std::vector<u8> vertsTemp;
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// Next, run the vertex decoder. We enforce software skinning here.
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VertexDecoder *dec = drawEngine->GetVertexDecoder(vertTypeID);
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const int stride = (int)dec->GetDecVtxFmt().stride;
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vertsTemp.resize(stride * verticesToDecode + 32); // Add some padding bytes for "over-writes".
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UVScale uvScale{};
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LoadUVScaleOffsetVec(gstate).Store(&uvScale.uScale);
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const u8 *startPos = verts + indexLowerBound * dec->VertexSize();
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bool savedVertexFullAlpha = gstate_c.vertexFullAlpha;
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dec->DecodeVerts(vertsTemp.data(), startPos, &uvScale, verticesToDecode);
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gstate_c.vertexFullAlpha = savedVertexFullAlpha;
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int numDecodedVerts = verticesToDecode;
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u16 *inds = indexTemp.data();
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|
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if (!(flags & DebugVertexFlags::Transformed)) {
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// Output the untransformed vertices (although with skinning and morph baked-in from decode),
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// and the original indices. Might be interesting to look at.
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debugVertices->resize(verticesToDecode);
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VertexReader reader(vertsTemp.data(), dec->GetDecVtxFmt(), vertTypeID);
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|
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const u8 defaultColor[4] = {
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(u8)gstate.getMaterialAmbientR(),
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(u8)gstate.getMaterialAmbientG(),
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(u8)gstate.getMaterialAmbientB(),
|
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(u8)gstate.getMaterialAmbientA(),
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};
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for (int i = 0; i < verticesToDecode; i++) {
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reader.Goto(i);
|
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GPUDebugVertex &sv = (*debugVertices)[i];
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sv = {};
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if (vertTypeID & GE_VTYPE_TC_MASK) {
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reader.ReadUV(&sv.u);
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} else {
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|
sv.u = 0.0f;
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sv.v = 0.0f;
|
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}
|
|
if (vertTypeID & GE_VTYPE_COL_MASK) {
|
|
sv.color0_32 = reader.ReadColor0_8888();
|
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} else {
|
|
memcpy(sv.c0, defaultColor, 4);
|
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}
|
|
|
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if (vertTypeID & GE_VTYPE_NRM_MASK) {
|
|
reader.ReadNrm((float *)&sv.nx);
|
|
} else {
|
|
sv.nx = 0.0f;
|
|
sv.ny = 0.0f;
|
|
sv.nz = 1.0f;
|
|
}
|
|
|
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if (vertTypeID & GE_VTYPE_WEIGHT_MASK) {
|
|
reader.ReadWeights(sv.weights);
|
|
}
|
|
|
|
reader.ReadPosAuto((float *)&sv.x);
|
|
}
|
|
|
|
// Output the indices straight
|
|
switch (vertTypeID & GE_VTYPE_IDX_MASK) {
|
|
case GE_VTYPE_IDX_NONE:
|
|
debugIndices->clear(); // it's just a sequence, effectively.
|
|
break;
|
|
case GE_VTYPE_IDX_8BIT:
|
|
debugIndices->resize(verticesToDecode);
|
|
for (int i = 0; i < verticesToDecode; i++) {
|
|
(*debugIndices)[i] = ((const u8 *)indsPtr)[i];
|
|
}
|
|
break;
|
|
case GE_VTYPE_IDX_16BIT:
|
|
debugIndices->resize(verticesToDecode);
|
|
for (int i = 0; i < verticesToDecode; i++) {
|
|
(*debugIndices)[i] = ((const u16_le *)indsPtr)[i];
|
|
}
|
|
break;
|
|
case GE_VTYPE_IDX_32BIT:
|
|
debugIndices->resize(verticesToDecode);
|
|
for (int i = 0; i < verticesToDecode; i++) {
|
|
(*debugIndices)[i] = ((const u32_le *)indsPtr)[i];
|
|
}
|
|
break;
|
|
}
|
|
|
|
*outLowerIndexBound = indexLowerBound;
|
|
*outPrim = prim; // before it changes.
|
|
return true;
|
|
}
|
|
|
|
IndexGenerator indexGen;
|
|
indexGen.Setup(indexTemp.data());
|
|
const int indexOffset = -indexLowerBound;
|
|
|
|
// This corresponds to DecodeInds in DrawEngineCommon.
|
|
const bool clockwise = true;
|
|
switch ((vertTypeID & GE_VTYPE_IDX_MASK)) {
|
|
case GE_VTYPE_IDX_NONE:
|
|
indexGen.AddPrim(prim, count, indexOffset, true);
|
|
break;
|
|
case GE_VTYPE_IDX_8BIT:
|
|
indexGen.TranslatePrim(prim, count, (const u8 *)indsPtr, indexOffset, clockwise);
|
|
break;
|
|
case GE_VTYPE_IDX_16BIT:
|
|
indexGen.TranslatePrim(prim, count, (const u16_le *)indsPtr, indexOffset, clockwise);
|
|
break;
|
|
case GE_VTYPE_IDX_32BIT:
|
|
indexGen.TranslatePrim(prim, count, (const u32_le *)indsPtr, indexOffset, clockwise);
|
|
break;
|
|
}
|
|
|
|
// After index generation, strips and fans have been collapsed to triangles.
|
|
switch (prim) {
|
|
case GE_PRIM_LINE_STRIP:
|
|
prim = GE_PRIM_LINES;
|
|
break;
|
|
case GE_PRIM_TRIANGLE_FAN:
|
|
case GE_PRIM_TRIANGLE_STRIP:
|
|
prim = GE_PRIM_TRIANGLES;
|
|
break;
|
|
}
|
|
|
|
int generatedIndices = indexGen.VertexCount();
|
|
|
|
// We need two temp buffers, transformed and transformedExpanded (the latter is only used for non-triangle primitives).
|
|
std::vector<TransformedVertex> transformed(65536);
|
|
std::vector<TransformedVertex> transformedExpanded(65536);
|
|
// OK, time to run the software transform on these.
|
|
SoftwareTransformParams params{};
|
|
SoftwareTransformResult result{};
|
|
params.allowClear = false;
|
|
params.decoded = vertsTemp.data();
|
|
params.transformed = transformed.data();
|
|
params.transformedExpanded = transformedExpanded.data();
|
|
params.pointScale = cmd == GE_CMD_BOUNDINGBOX ? 4.0f : 1.0f; // Just make them more visible, for eas of debugging.
|
|
|
|
RunSoftwareTransform(params, prim, vertTypeID, dec->GetDecVtxFmt(), numDecodedVerts, 65536, generatedIndices, inds, (int)indexTemp.size(), &result);
|
|
|
|
// Output of software transform is always an indexed triangle list (or nothing).
|
|
if (result.drawIndexCount == 0) {
|
|
// Not a failue, but everything got culled.
|
|
debugVertices->clear();
|
|
debugIndices->clear();
|
|
return true;
|
|
}
|
|
|
|
prim = GE_PRIM_TRIANGLES;
|
|
|
|
if (stats) {
|
|
*stats = result.stats;
|
|
}
|
|
// Convert the transformed outputs.
|
|
|
|
gstate_c.vertexFullAlpha = savedVertexFullAlpha;
|
|
|
|
// Supply indices in a correctly-sized vector.
|
|
debugIndices->resize(result.drawIndexCount);
|
|
memcpy(debugIndices->data(), inds, result.drawIndexCount * sizeof(u16));
|
|
|
|
const bool applyOffset = (flags & DebugVertexFlags::DrawCoords) && !throughMode;
|
|
const float offsetX = applyOffset ? -gstate.getOffsetX() : 0.0f;
|
|
const float offsetY = applyOffset ? -gstate.getOffsetY() : 0.0f;
|
|
|
|
// Convert the transformed vertices to the debug vertex format.
|
|
debugVertices->resize(result.drawVertexCount);
|
|
for (int i = 0; i < result.drawVertexCount; i++) {
|
|
const TransformedVertex &vtx = result.drawBuffer[i];
|
|
GPUDebugVertex &dv = (*debugVertices)[i];
|
|
dv.x = vtx.x + offsetX;
|
|
dv.y = vtx.y + offsetY;
|
|
dv.z = vtx.z;
|
|
dv.w = vtx.pos_w;
|
|
dv.u = vtx.u;
|
|
dv.v = vtx.v;
|
|
dv.fog = vtx.fog;
|
|
dv.c0[0] = (vtx.color0_32 >> 24) & 0xFF;
|
|
dv.c0[1] = (vtx.color0_32 >> 16) & 0xFF;
|
|
dv.c0[2] = (vtx.color0_32 >> 8) & 0xFF;
|
|
dv.c0[3] = vtx.color0_32 & 0xFF;
|
|
dv.c1[0] = (vtx.color1_32 >> 24) & 0xFF;
|
|
dv.c1[1] = (vtx.color1_32 >> 16) & 0xFF;
|
|
dv.c1[2] = (vtx.color1_32 >> 8) & 0xFF;
|
|
dv.c1[3] = vtx.color1_32 & 0xFF;
|
|
}
|
|
*outPrim = prim;
|
|
*outLowerIndexBound = indexLowerBound;
|
|
return true;
|
|
}
|