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A texture that fits in the GE's 8 KB texture cache keeps what was first read until TEXFLUSH, across primitives and draws, so a later self-textured draw doesn't see an earlier one's writes (gpu/probe exp174: three passes over a 16x16 4444 buffer differ in 177 pixels with and without a flush between them, both now exact). FF Type-0's (NPJH50443) blur; two of its PSP replays become exact. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
199 lines
6.2 KiB
C++
199 lines
6.2 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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#pragma once
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#include "CommonTypes.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/Software/SoftGpu.h"
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#include "GPU/Math3D.h"
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#include "GPU/Software/GEMath.h"
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using namespace Math3D;
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static constexpr int32_t SCREEN_SCALE_FACTOR = 16;
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typedef u16 u10; // TODO: erm... :/
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typedef Vec3<float> ModelCoords;
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typedef Vec3<float> WorldCoords;
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typedef Vec3<float> ViewCoords;
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typedef Vec4<float> ClipCoords; // Range: -w <= x/y/z <= w
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class BinManager;
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struct TransformState;
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enum class CullType {
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CW = 0,
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CCW = 1,
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OFF = 2,
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};
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struct ScreenCoords {
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ScreenCoords() = default;
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ScreenCoords(int _x, int _y, u16 _z) : x(_x), y(_y), z(_z) {}
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int x;
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int y;
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u16 z;
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Vec2<int> xy() const { return Vec2<int>(x, y); }
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ScreenCoords operator * (const float t) const {
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return ScreenCoords((int)(x * t), (int)(y * t), (u16)(z * t));
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}
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ScreenCoords operator / (const int t) const {
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return ScreenCoords(x / t, y / t, z / t);
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}
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ScreenCoords operator + (const ScreenCoords& oth) const {
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return ScreenCoords(x + oth.x, y + oth.y, z + oth.z);
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}
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};
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struct DrawingCoords {
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DrawingCoords() = default;
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DrawingCoords(s16 x, s16 y) : x(x), y(y) {}
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s16 x;
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s16 y;
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};
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struct alignas(16) VertexData {
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Vec3Packedf texturecoords;
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float clipw;
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uint32_t color0;
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uint32_t color1;
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ScreenCoords screenpos;
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float fogdepth;
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};
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struct ClipVertexData {
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void Lerp(float t, const ClipVertexData &a, const ClipVertexData &b) {
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clippos = ::Lerp(a.clippos, b.clippos, t);
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// Ignore screenpos because Lerp() is only used pre-calculation of screenpos.
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v.texturecoords = ::Lerp(a.v.texturecoords, b.v.texturecoords, t);
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// Colors and fog (already 8-bit per vertex) take t rounded to 1/256 (gpu/probe exp136).
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const int t_int = (int)(t * 256.0f + 0.5f);
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v.fogdepth = (float)(((int)(a.v.fogdepth * 256.0f) * (256 - t_int) + (int)(b.v.fogdepth * 256.0f) * t_int) >> 8) * (1.0f / 256.0f);
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v.color0 = LerpInt<Vec4<int>, 256>(Vec4<int>::FromRGBA(a.v.color0), Vec4<int>::FromRGBA(b.v.color0), t_int).ToRGBA();
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v.color1 = LerpInt<Vec3<int>, 256>(Vec3<int>::FromRGB(a.v.color1), Vec3<int>::FromRGB(b.v.color1), t_int).ToRGB();
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}
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bool OutsideRange() const {
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return v.screenpos.x == 0x7FFFFFFF;
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}
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ClipCoords clippos;
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VertexData v;
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};
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class VertexReader;
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class SoftwareDrawEngine;
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class SoftwareVertexReader;
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class StringWriter;
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class TransformUnit {
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public:
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TransformUnit(const TransformUnit &) = delete;
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TransformUnit &operator=(const TransformUnit &) = delete;
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TransformUnit();
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~TransformUnit();
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static WorldCoords ModelToWorldNormal(const ModelCoords& coords);
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static ScreenCoords ClipToScreen(const ClipCoords &coords, bool *outsideRangeFlag);
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// Where an edge from an inside vertex crosses the near plane, as the GE computes it.
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static float NearPlaneT(const ClipCoords &in, const ClipCoords &out);
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static ClipCoords NearPlanePoint(const ClipCoords &in, const ClipCoords &out, float t);
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static inline DrawingCoords ScreenToDrawing(int x, int y) {
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DrawingCoords ret;
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// When offset > coord, this is negative and force-scissors.
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ret.x = x / SCREEN_SCALE_FACTOR;
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ret.y = y / SCREEN_SCALE_FACTOR;
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return ret;
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}
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static inline DrawingCoords ScreenToDrawing(const ScreenCoords &coords) {
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return ScreenToDrawing(coords.x, coords.y);
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}
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static ScreenCoords DrawingToScreen(const DrawingCoords &coords, u16 z);
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void SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine);
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void SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngine *drawEngine);
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void Flush(GPUCommon *common, const char *reason);
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void FlushIfOverlap(GPUCommon *common, const char *reason, bool modifying, uint32_t addr, uint32_t stride, uint32_t w, uint32_t h);
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void NotifyClutUpdate(const void *src);
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void NotifyTexFlush();
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void GetStats(StringWriter &w);
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void SetDirty(SoftDirty flags);
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SoftDirty GetDirty();
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private:
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ClipVertexData ReadVertex(const VertexReader &vreader, const TransformState &state);
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// orderReversed: verts are in the opposite order of how the GE takes the triangle (matters for clipping).
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void SendTriangle(CullType cullType, const ClipVertexData *verts, int provoking = 2, bool orderReversed = false);
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u8 *decoded_ = nullptr;
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BinManager *binner_ = nullptr;
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// Normally max verts per prim is 3, but we temporarily need 4 to detect rectangles from strips.
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ClipVertexData data_[4];
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// This is the index of the next vert in data (or higher, may need modulus.)
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int data_index_ = 0;
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GEPrimitiveType prev_prim_ = GE_PRIM_POINTS;
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bool hasDraws_ = false;
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bool isImmDraw_ = false;
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friend SoftwareVertexReader;
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};
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enum class ClipInfoFlags;
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class SoftwareDrawEngine : public DrawEngineCommon {
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public:
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SoftwareDrawEngine();
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~SoftwareDrawEngine();
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void DeviceLost() override {}
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void DeviceRestore(Draw::DrawContext *draw) override {}
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void NotifyConfigChanged() override;
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void Flush() override;
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void DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) override;
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void DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) override;
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VertexDecoder *FindVertexDecoder(u32 vtype);
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TransformUnit transformUnit;
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#if PPSSPP_ARCH(32BIT)
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#undef new
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void *operator new(size_t s) {
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return AllocateAlignedMemory(s, 16);
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}
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void operator delete(void *p) {
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FreeAlignedMemory(p);
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}
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#endif
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};
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