Files
ppsspp/GPU/Software/TransformUnit.h
T
Henrik RydgårdandClaude Opus 5.5 5151e5d10f SoftGPU: Transform vertex positions four at a time
A draw's vertices now go through the position stage of ReadVertex (the
clip coordinates, the viewport, the screen rounding and the GE's fog)
four at a time, a vertex per lane, before the rest. GERowSumLanes is
GERowSum4 with a lane per vertex instead of per matrix row, sharing the
positions' parts between the five rows, and GERecip4 is GERecip for four
w's. A group with a lane those don't handle (non-finite coordinates, a
w that's zero, denormal or too large) goes through ReadVertex as before.

Wipeout takes 3.8 s for five emulated seconds (from 4.2 s), God of War
4.7 s (from 5.0 s).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 13:44:48 +02:00

213 lines
6.6 KiB
C++

// Copyright (c) 2013- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "CommonTypes.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/GPUCommon.h"
#include "GPU/Software/SoftGpu.h"
#include "GPU/Math3D.h"
#include "GPU/Software/GEMath.h"
using namespace Math3D;
static constexpr int32_t SCREEN_SCALE_FACTOR = 16;
typedef u16 u10; // TODO: erm... :/
typedef Vec3<float> ModelCoords;
typedef Vec3<float> WorldCoords;
typedef Vec3<float> ViewCoords;
typedef Vec4<float> ClipCoords; // Range: -w <= x/y/z <= w
class BinManager;
struct TransformState;
enum class CullType {
CW = 0,
CCW = 1,
OFF = 2,
};
struct ScreenCoords {
ScreenCoords() = default;
ScreenCoords(int _x, int _y, u16 _z) : x(_x), y(_y), z(_z) {}
int x;
int y;
u16 z;
Vec2<int> xy() const { return Vec2<int>(x, y); }
ScreenCoords operator * (const float t) const {
return ScreenCoords((int)(x * t), (int)(y * t), (u16)(z * t));
}
ScreenCoords operator / (const int t) const {
return ScreenCoords(x / t, y / t, z / t);
}
ScreenCoords operator + (const ScreenCoords& oth) const {
return ScreenCoords(x + oth.x, y + oth.y, z + oth.z);
}
};
struct DrawingCoords {
DrawingCoords() = default;
DrawingCoords(s16 x, s16 y) : x(x), y(y) {}
s16 x;
s16 y;
};
struct alignas(16) VertexData {
Vec3Packedf texturecoords;
float clipw;
uint32_t color0;
uint32_t color1;
ScreenCoords screenpos;
float fogdepth;
};
struct ClipVertexData {
void Lerp(float t, const ClipVertexData &a, const ClipVertexData &b) {
clippos = ::Lerp(a.clippos, b.clippos, t);
// Ignore screenpos because Lerp() is only used pre-calculation of screenpos.
v.texturecoords = ::Lerp(a.v.texturecoords, b.v.texturecoords, t);
// Colors and fog (already 8-bit per vertex) take t rounded to 1/256 (gpu/probe exp136).
const int t_int = (int)(t * 256.0f + 0.5f);
v.fogdepth = (float)(((int)(a.v.fogdepth * 256.0f) * (256 - t_int) + (int)(b.v.fogdepth * 256.0f) * t_int) >> 8) * (1.0f / 256.0f);
v.color0 = LerpInt<Vec4<int>, 256>(Vec4<int>::FromRGBA(a.v.color0), Vec4<int>::FromRGBA(b.v.color0), t_int).ToRGBA();
v.color1 = LerpInt<Vec3<int>, 256>(Vec3<int>::FromRGB(a.v.color1), Vec3<int>::FromRGB(b.v.color1), t_int).ToRGB();
}
bool OutsideRange() const {
return v.screenpos.x == 0x7FFFFFFF;
}
ClipCoords clippos;
VertexData v;
};
class VertexReader;
class SoftwareDrawEngine;
class SoftwareVertexReader;
class StringWriter;
class TransformUnit {
public:
TransformUnit(const TransformUnit &) = delete;
TransformUnit &operator=(const TransformUnit &) = delete;
TransformUnit();
~TransformUnit();
static ScreenCoords ClipToScreen(const ClipCoords &coords, bool *outsideRangeFlag);
// Where an edge from an inside vertex crosses the near plane, as the GE computes it.
static float NearPlaneT(const ClipCoords &in, const ClipCoords &out);
static ClipCoords NearPlanePoint(const ClipCoords &in, const ClipCoords &out, float t);
static inline DrawingCoords ScreenToDrawing(int x, int y) {
DrawingCoords ret;
// When offset > coord, this is negative and force-scissors.
ret.x = x / SCREEN_SCALE_FACTOR;
ret.y = y / SCREEN_SCALE_FACTOR;
return ret;
}
static inline DrawingCoords ScreenToDrawing(const ScreenCoords &coords) {
return ScreenToDrawing(coords.x, coords.y);
}
static ScreenCoords DrawingToScreen(const DrawingCoords &coords, u16 z);
void SubmitPrimitive(const void* vertices, const void* indices, GEPrimitiveType prim_type, int vertex_count, u32 vertex_type, int *bytesRead, SoftwareDrawEngine *drawEngine);
void SubmitImmVertex(const ClipVertexData &vert, SoftwareDrawEngine *drawEngine);
void Flush(GPUCommon *common, const char *reason);
void FlushIfOverlap(GPUCommon *common, const char *reason, bool modifying, uint32_t addr, uint32_t stride, uint32_t w, uint32_t h);
void NotifyClutUpdate(const void *src);
void NotifyTexFlush();
void GetStats(StringWriter &w);
void SetDirty(SoftDirty flags);
SoftDirty GetDirty();
// ReadVertex's position stage, done ahead for several vertices at once.
struct PreparedPosition {
ClipCoords clippos;
ScreenCoords screenpos;
float fogdepth;
bool outside;
bool valid;
};
private:
// What a vertex format without UVs or a normal reads: the last ones read before it.
struct VertexCarry {
Vec3Packedf tc{};
float normal[4]{};
};
void ReadVertex(const VertexReader &vreader, const TransformState &state, VertexCarry &carry, ClipVertexData &vertex, const PreparedPosition *prepared = nullptr);
// orderReversed: verts are in the opposite order of how the GE takes the triangle (matters for clipping).
void SendTriangle(CullType cullType, const ClipVertexData *verts, int provoking = 2, bool orderReversed = false);
u8 *decoded_ = nullptr;
VertexCarry carry_;
BinManager *binner_ = nullptr;
// Normally max verts per prim is 3, but we temporarily need 4 to detect rectangles from strips.
ClipVertexData data_[4];
// This is the index of the next vert in data (or higher, may need modulus.)
int data_index_ = 0;
GEPrimitiveType prev_prim_ = GE_PRIM_POINTS;
bool hasDraws_ = false;
bool isImmDraw_ = false;
friend SoftwareVertexReader;
};
enum class ClipInfoFlags;
class SoftwareDrawEngine : public DrawEngineCommon {
public:
SoftwareDrawEngine();
~SoftwareDrawEngine();
void DeviceLost() override {}
void DeviceRestore(Draw::DrawContext *draw) override {}
void NotifyConfigChanged() override;
void Flush() override;
void DispatchSubmitPrim(const void *verts, const void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, bool clockwise, int *bytesRead, ClipInfoFlags clipInfoFlags) override;
void DispatchSubmitImm(GEPrimitiveType prim, TransformedVertex *buffer, int vertexCount, int cullMode, bool continuation) override;
VertexDecoder *FindVertexDecoder(u32 vtype);
TransformUnit transformUnit;
#if PPSSPP_ARCH(32BIT)
#undef new
void *operator new(size_t s) {
return AllocateAlignedMemory(s, 16);
}
void operator delete(void *p) {
FreeAlignedMemory(p);
}
#endif
};