mirror of
https://github.com/hrydgard/ppsspp.git
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1216 lines
41 KiB
C++
1216 lines
41 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 "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/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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// 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 SoftwareTransform::Transform(const float projMtx[16], Lin::Vec3 vpScale, Lin::Vec3 vpOffset, int prim, u32 vertType, const DecVtxFormat &decVtxFormat, int &numDecodedVerts, int vertsSize, int vertexCount, u16 *&inds, int indsSize, SoftwareTransformResult *result) {
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u8 *decoded = params_.decoded;
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TransformedVertex *transformed = params_.transformed;
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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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VertexReader reader(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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// TODO: Write to a flexible buffer, we don't always need all four components.
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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, projMtx);
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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(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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void SoftwareTransform::ProjectVertices(TransformedVertex *transformed, int vertexCount) {
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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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// Here we also need to do the perspective device and apply the viewport.
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// TODO: Move this to ProjectClipAndExpand.
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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 * recip, transformed[i].y * recip, 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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}
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SoftwareTransformAction SoftwareTransform::ProjectClipAndExpand(int prim, int vertexCount, u32 vertType, u16 *&inds, int indsSize, int &numDecodedVerts, int vertsSize, SoftwareTransformResult *result) {
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TransformedVertex *transformed = params_.transformed;
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TransformedVertex *transformedExpanded = params_.transformedExpanded;
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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// Step 2: expand and process primitives.
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result->drawBuffer = transformed;
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int numTrans = 0;
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FramebufferManagerCommon *fbman = params_.fbman;
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bool useBufferedRendering = fbman->UseBufferedRendering();
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if (prim == GE_PRIM_RECTANGLES) {
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// TODO: We're now able to cull here.
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if (!throughmode) {
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ProjectVertices(transformed, numDecodedVerts);
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}
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if (!ExpandRectangles(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, numTrans, throughmode, &result->pixelMapped)) {
|
|
result->drawNumTrans = 0;
|
|
result->pixelMapped = false;
|
|
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) {
|
|
if (!throughmode) {
|
|
ProjectVertices(transformed, numDecodedVerts);
|
|
}
|
|
|
|
result->pixelMapped = false;
|
|
if (!ExpandPoints(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, numTrans, throughmode)) {
|
|
result->drawNumTrans = 0;
|
|
return SW_CULLED;
|
|
}
|
|
result->drawBuffer = transformedExpanded;
|
|
} else if (prim == GE_PRIM_LINES) {
|
|
if (!throughmode) {
|
|
ProjectVertices(transformed, numDecodedVerts);
|
|
}
|
|
|
|
result->pixelMapped = false;
|
|
if (!ExpandLines(vertexCount, numDecodedVerts, vertsSize, inds, indsSize, transformed, transformedExpanded, numTrans, throughmode)) {
|
|
result->drawNumTrans = 0;
|
|
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.
|
|
numTrans = 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 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 *newInds = inds + vertexCount;
|
|
u16 *indsOut = newInds;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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.
|
|
if (gstate.isDepthClipEnabled()) {
|
|
numTrans = 0;
|
|
for (int i = 0; i < vertexCount - 2; i += 3) {
|
|
if (outsideZ[i + 0] != 0 && outsideZ[i + 0] == outsideZ[i + 1] && outsideZ[i + 0] == outsideZ[i + 2]) {
|
|
// All outside, and all the same direction. Nuke this triangle.
|
|
continue;
|
|
}
|
|
memcpy(indsOut, indsIn + i, 3 * sizeof(uint16_t));
|
|
indsOut += 3;
|
|
numTrans += 3;
|
|
}
|
|
|
|
inds = newInds;
|
|
} else if (prim == GE_PRIM_TRIANGLES) {
|
|
numTrans = 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;
|
|
numTrans += 3;
|
|
}
|
|
|
|
inds = newInds;
|
|
}
|
|
|
|
// Now that we're done culling and generating clipped vertices if needed (not yet implemented), we go ahead and project.
|
|
ProjectVertices(transformed, numDecodedVerts);
|
|
|
|
// Alright! Now, we can clamp the far plane, 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 need to cut it in two parts to clamp accurately. However, in most cases that matter, this is fine.
|
|
if (!gstate_c.Use(GPU_USE_DEPTH_CLAMP) && gstate.isDepthClipEnabled() && gstate.getDepthRangeMax() == 0xFFFF) {
|
|
for (int i = 0; i < vertexCount - 2; i += 3) {
|
|
bool v0InFront = transformed[indsIn[i]].z < 0.0f;
|
|
bool v1InFront = transformed[indsIn[i + 1]].z < 0.0f;
|
|
bool v2InFront = transformed[indsIn[i + 2]].z < 0.0f;
|
|
|
|
bool v0Beyond = transformed[indsIn[i]].z >= 65535.0f;
|
|
bool v1Beyond = transformed[indsIn[i + 1]].z >= 65535.0f;
|
|
bool v2Beyond = transformed[indsIn[i + 2]].z >= 65535.0f;
|
|
|
|
// Clamp the Z when we detect it's safe to do so.
|
|
// Fixes the sky problem in Shadow of Destiny (#9545)
|
|
if (v0Beyond && v1Beyond && v2Beyond) {
|
|
transformed[indsIn[i]].z = 65535.0f;
|
|
transformed[indsIn[i + 1]].z = 65535.0f;
|
|
transformed[indsIn[i + 2]].z = 65535.0f;
|
|
} else if (v0InFront && v1InFront && v2InFront) {
|
|
transformed[indsIn[i]].z = 0.0f;
|
|
transformed[indsIn[i + 1]].z = 0.0f;
|
|
transformed[indsIn[i + 2]].z = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
_dbg_assert_(false);
|
|
}
|
|
|
|
if (gstate.isModeClear()) {
|
|
gpuStats.perFrame.numClears++;
|
|
}
|
|
|
|
result->drawNumTrans = numTrans;
|
|
return SW_DRAW_INDEXED;
|
|
}
|
|
|
|
bool SoftwareTransform::ExpandRectangles(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode, bool *pixelMappedExactly) const {
|
|
// 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;
|
|
numTrans = 0;
|
|
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;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
|
|
// top right
|
|
trans[1] = transVtxBR;
|
|
trans[1].y = transVtxTL.y;
|
|
trans[1].u = transVtxBR.u * uscale;
|
|
trans[1].v = transVtxTL.v * vscale;
|
|
|
|
// 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;
|
|
|
|
// bottom left
|
|
trans[3] = transVtxBR;
|
|
trans[3].x = transVtxTL.x;
|
|
trans[3].u = transVtxTL.u * uscale;
|
|
trans[3].v = transVtxBR.v * vscale;
|
|
|
|
// 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;
|
|
|
|
numTrans += 6;
|
|
}
|
|
inds = newInds;
|
|
*pixelMappedExactly = pixelMapped;
|
|
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")
|
|
}
|
|
}
|
|
|
|
bool SoftwareTransform::ExpandLines(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, 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;
|
|
numTrans = 0;
|
|
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;
|
|
|
|
numTrans += 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;
|
|
|
|
numTrans += 6;
|
|
}
|
|
}
|
|
|
|
inds = newInds;
|
|
return true;
|
|
}
|
|
|
|
bool SoftwareTransform::ExpandPoints(int vertexCount, int &maxIndex, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) {
|
|
// 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;
|
|
}
|
|
|
|
numTrans = 0;
|
|
TransformedVertex *trans = &transformedExpanded[0];
|
|
|
|
const u16 *indsIn = (const u16 *)inds;
|
|
u16 *newInds = inds + vertexCount;
|
|
u16 *indsOut = newInds;
|
|
|
|
float dx = 1.0f * gstate_c.vpWidthScale * (1.0f / gstate.getViewportXScale());
|
|
float dy = 1.0f * gstate_c.vpHeightScale * (1.0f / gstate.getViewportYScale());
|
|
float du = 1.0f / gstate_c.curTextureWidth;
|
|
float dv = 1.0f / gstate_c.curTextureHeight;
|
|
|
|
if (throughmode) {
|
|
dx = 1.0f;
|
|
dy = 1.0f;
|
|
}
|
|
|
|
maxIndex = 4 * vertexCount;
|
|
for (int i = 0; i < vertexCount; ++i) {
|
|
const TransformedVertex &transVtxTL = transformed[indsIn[i]];
|
|
|
|
// Create the bottom right version.
|
|
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;
|
|
|
|
numTrans += 6;
|
|
}
|
|
inds = 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
|
|
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: This probably is not the best interface.
|
|
// drawEngine is just for the vertex decoder lookup.
|
|
// This is really just for vertex preview in the debugger, not for actual rendering!
|
|
bool GetCurrentDrawAsDebugVertices(DrawEngineCommon *drawEngine, int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
|
|
// This is always for the current vertices.
|
|
u16 indexLowerBound = 0;
|
|
u16 indexUpperBound = count - 1;
|
|
|
|
if (!Memory::IsValidAddress(gstate_c.vertexAddr) || count == 0)
|
|
return false;
|
|
|
|
bool savedVertexFullAlpha = gstate_c.vertexFullAlpha;
|
|
|
|
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
|
const u8 *inds = Memory::GetPointer(gstate_c.indexAddr);
|
|
const u16_le *inds16 = (const u16_le *)inds;
|
|
const u32_le *inds32 = (const u32_le *)inds;
|
|
|
|
if (inds) {
|
|
GetIndexBounds(inds, count, gstate.vertType, &indexLowerBound, &indexUpperBound);
|
|
indices.resize(count);
|
|
switch (gstate.vertType & GE_VTYPE_IDX_MASK) {
|
|
case GE_VTYPE_IDX_8BIT:
|
|
for (int i = 0; i < count; ++i) {
|
|
indices[i] = inds[i];
|
|
}
|
|
break;
|
|
case GE_VTYPE_IDX_16BIT:
|
|
for (int i = 0; i < count; ++i) {
|
|
indices[i] = inds16[i];
|
|
}
|
|
break;
|
|
case GE_VTYPE_IDX_32BIT:
|
|
for (int i = 0; i < count; ++i) {
|
|
// These are rare. Only the bottom 16 bits are used.
|
|
indices[i] = (u16)inds32[i];
|
|
}
|
|
break;
|
|
}
|
|
} else {
|
|
indices.clear();
|
|
}
|
|
} else {
|
|
indices.clear();
|
|
}
|
|
|
|
static std::vector<u32> temp_buffer;
|
|
static std::vector<SimpleVertex> simpleVertices;
|
|
temp_buffer.resize(std::max((int)indexUpperBound, 8192) * 128 / sizeof(u32));
|
|
simpleVertices.resize(indexUpperBound + 1);
|
|
|
|
// We always want "applyskinindecode" here, faster than letting NormalizeVertices handle it.
|
|
const u32 vertTypeID = GetVertTypeID(gstate.vertType, gstate.getUVGenMode(), true);
|
|
VertexDecoder *dec = drawEngine->GetVertexDecoder(vertTypeID);
|
|
NormalizeVertices(&simpleVertices[0], (u8 *)(&temp_buffer[0]), Memory::GetPointerUnchecked(gstate_c.vertexAddr), indexLowerBound, indexUpperBound, dec, gstate.vertType);
|
|
|
|
float world[16];
|
|
float view[16];
|
|
float worldview[16];
|
|
float worldviewproj[16];
|
|
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
|
|
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
|
|
Matrix4ByMatrix4(worldview, world, view);
|
|
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
|
|
|
|
// This transforms the vertices.
|
|
// NOTE: We really should just run the full software transform?
|
|
|
|
vertices.resize(indexUpperBound + 1);
|
|
uint32_t vertType = gstate.vertType;
|
|
for (int i = indexLowerBound; i <= indexUpperBound; ++i) {
|
|
const SimpleVertex &vert = simpleVertices[i];
|
|
|
|
if ((vertType & GE_VTYPE_THROUGH) != 0) {
|
|
if (vertType & GE_VTYPE_TC_MASK) {
|
|
vertices[i].u = vert.uv[0];
|
|
vertices[i].v = vert.uv[1];
|
|
} else {
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
vertices[i].x = vert.pos.x;
|
|
vertices[i].y = vert.pos.y;
|
|
vertices[i].z = vert.pos.z;
|
|
if (vertType & GE_VTYPE_COL_MASK) {
|
|
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
|
|
} else {
|
|
memset(vertices[i].c, 0, sizeof(vertices[i].c));
|
|
}
|
|
vertices[i].nx = 0.0f; // No meaningful normals in through mode
|
|
vertices[i].ny = 0.0f;
|
|
vertices[i].nz = 1.0f;
|
|
} else {
|
|
float clipPos[4];
|
|
Vec3ByMatrix44(clipPos, vert.pos.AsArray(), worldviewproj);
|
|
Vec3f screenPos = ClipToScreen(clipPos);
|
|
Vec3f drawPos = ScreenToDrawing(screenPos);
|
|
|
|
if (vertType & GE_VTYPE_TC_MASK) {
|
|
vertices[i].u = vert.uv[0] * (float)gstate.getTextureWidth(0);
|
|
vertices[i].v = vert.uv[1] * (float)gstate.getTextureHeight(0);
|
|
} else {
|
|
vertices[i].u = 0.0f;
|
|
vertices[i].v = 0.0f;
|
|
}
|
|
// Should really have separate coordinates for before and after transform.
|
|
vertices[i].x = drawPos.x;
|
|
vertices[i].y = drawPos.y;
|
|
vertices[i].z = drawPos.z;
|
|
if (vertType & GE_VTYPE_COL_MASK) {
|
|
memcpy(vertices[i].c, vert.color, sizeof(vertices[i].c));
|
|
} else {
|
|
memset(vertices[i].c, 0, sizeof(vertices[i].c));
|
|
}
|
|
vertices[i].nx = vert.nrm.x;
|
|
vertices[i].ny = vert.nrm.y;
|
|
vertices[i].nz = vert.nrm.z;
|
|
}
|
|
}
|
|
|
|
gstate_c.vertexFullAlpha = savedVertexFullAlpha;
|
|
|
|
return true;
|
|
}
|