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ppsspp/GPU/Common/SplineCommon.cpp
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2026-10-08 18:12:10 +02:00

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// 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/.
#include <cmath>
#include <cstring>
#include <type_traits>
#include <vector>
#include "Common/Common.h"
#include <algorithm>
#include <cstddef>
#include "Common/Math/CrossSIMD.h"
#include "Common/Profiler/Profiler.h"
#include "GPU/Common/SplineCommon.h"
#include "GPU/Common/DrawEngineCommon.h"
#include "GPU/Common/SoftwareTransformCommon.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h" // only needed for UVScale stuff
#include "GPU/Software/GEMath.h"
class SimpleBufferManager {
private:
u8 *buf_;
size_t totalSize, maxSize_;
public:
SimpleBufferManager(u8 *buf, size_t maxSize)
: buf_(buf), totalSize(0), maxSize_(maxSize) {}
u8 *Allocate(size_t size) {
size = (size + 15) & ~15; // Align for 16 bytes
if ((totalSize + size) > maxSize_)
return nullptr; // No more memory
size_t tmp = totalSize;
totalSize += size;
return buf_ + tmp;
}
};
namespace Spline {
static void CopyQuadIndex(u16 *&indices, GEPatchPrimType type, const int idx0, const int idx1, const int idx2, const int idx3) {
if (type == GE_PATCHPRIM_LINES) {
// A zigzag per quad: left edge down, the diagonal up to the top right, right edge down (gpu/probe exp175,
// exact: line colors and lit start pixels show the directions, and overlapping pixels the order).
*(indices++) = idx0;
*(indices++) = idx2;
*(indices++) = idx2;
*(indices++) = idx1;
*(indices++) = idx1;
*(indices++) = idx3;
} else {
*(indices++) = idx0;
*(indices++) = idx2;
*(indices++) = idx1;
*(indices++) = idx1;
*(indices++) = idx2;
*(indices++) = idx3;
}
}
void BuildIndex(u16 *indices, int &count, int num_u, int num_v, GEPatchPrimType prim_type, int total) {
for (int v = 0; v < num_v; ++v) {
for (int u = 0; u < num_u; ++u) {
int idx0 = v * (num_u + 1) + u + total; // Top left
int idx2 = (v + 1) * (num_u + 1) + u + total; // Bottom left
CopyQuadIndex(indices, prim_type, idx0, idx0 + 1, idx2, idx2 + 1);
count += 6;
}
}
}
// Bezier patches as the GE evaluates them (gpu/probe exp48-51, exp139-140, bit exact). The parameter is k/256,
// rounded toward the middle of the patch, and columns (v) are evaluated before rows (u), by de Casteljau.
// Positions and texture coordinates: each lerp in 16-bit fixed point at the larger operand's exponent, both
// operands truncated toward zero to that grid, then a + floor((b - a) k / 256). At k = 0 or 256 a lerp passes
// its operand through unchanged. Colors: the same lerp on (c << 7) | 0x7F per channel, result >> 7.
// Normals (exp142-143): the cross product (as the matrix unit sums it) of two tangents, each the difference of
// the de Casteljau's last two points: along u, the row's; along v, those of the columns evaluated along u.
static int BezierParam256(int i, int n) {
return 2 * i <= n ? (256 * i) / n : 256 - (256 * (n - i)) / n;
}
static float GEBezierLerp(float a, float b, int k) {
if (k == 0) {
return a;
} else if (k == 256) {
return b;
}
uint32_t ba, bb;
memcpy(&ba, &a, 4);
memcpy(&bb, &b, 4);
const int ea = (ba >> 23) & 0xFF;
const int eb = (bb >> 23) & 0xFF;
const int e = std::max(ea, eb);
if (e == 0) {
return 0.0f;
}
// Mantissas (24 bits) shifted to 16 bits at exponent e, truncated toward zero.
auto toFixed = [e](uint32_t bits, int ex) -> int {
if (ex == 0 || e - ex >= 16) {
return 0;
}
const int m = (int)(((bits & 0x7FFFFF) | 0x800000) >> (e - ex + 8));
return (bits & 0x80000000) ? -m : m;
};
const int fa = toFixed(ba, ea);
const int fb = toFixed(bb, eb);
const int r = fa + (((fb - fa) * k) >> 8);
// r * 2^(e - 127 - 15), exact.
if (e <= 15) {
return ldexpf((float)r, e - 127 - 15);
}
const uint32_t scaleBits = (uint32_t)(e - 15) << 23;
float scale;
memcpy(&scale, &scaleBits, 4);
return (float)r * scale;
}
// Also returns the de Casteljau's last two points, which the normal's tangents come from.
static float GEBezierEval(const float p[4], int k, float *ab = nullptr, float *bc = nullptr) {
const float a = GEBezierLerp(p[0], p[1], k);
const float b = GEBezierLerp(p[1], p[2], k);
const float c = GEBezierLerp(p[2], p[3], k);
const float l = GEBezierLerp(a, b, k);
const float r = GEBezierLerp(b, c, k);
if (ab) {
*ab = l;
*bc = r;
}
return GEBezierLerp(l, r, k);
}
static int GEBezierEvalColor(const int p[4], int k) {
auto lerp = [k](int a, int b) { return a + (((b - a) * k) >> 8); };
const int a = lerp(p[0], p[1]);
const int b = lerp(p[1], p[2]);
const int c = lerp(p[2], p[3]);
return lerp(lerp(a, b), lerp(b, c));
}
// Splines as the GE evaluates them (gpu/probe exp144-145, bit exact): de Boor at t = k/256 (k as for Bezier)
// with the lerps above. Each blending factor (t - K[i]) / span comes from the nearer of its two knots, in 1/256:
// floor(d / span) from the left one, 256 - floor(d / span) from the right. A segment's last point is the next
// one's first (k = 0). An open end repeats its knot four times, a closed one keeps the unit spacing.
struct GESplineParam {
int seg;
int alpha[6]; // level 1 for knots l-2, l-1, l, level 2 for l-1, l, level 3 for l (l = seg + 3)
int k;
};
static GESplineParam GESplineParamAt(int index, int tess, int numPatches, int type) {
GESplineParam p;
p.seg = index / tess;
p.k = BezierParam256(index % tess, tess);
if (p.seg == numPatches) {
p.seg = numPatches - 1;
p.k = 256;
}
auto knot = [&](int i) {
if (i < 3 && (type & 1))
return 0;
if (i > numPatches + 3 && (type & 2))
return numPatches;
return i - 3;
};
const int l = p.seg + 3;
const int is[6] = { l - 2, l - 1, l, l - 1, l, l };
const int rs[6] = { 1, 1, 1, 2, 2, 3 };
for (int n = 0; n < 6; ++n) {
const int i = is[n];
const int span = knot(i + 4 - rs[n]) - knot(i);
const int dl = 256 * (p.seg - knot(i)) + p.k;
const int dr = 256 * span - dl;
p.alpha[n] = span == 0 ? 0 : (dl <= dr ? dl / span : 256 - dr / span);
}
return p;
}
static float GESplineEval(const float d[4], const int a[6], float *ab = nullptr, float *bc = nullptr) {
const float l0 = GEBezierLerp(d[0], d[1], a[0]);
const float l1 = GEBezierLerp(d[1], d[2], a[1]);
const float l2 = GEBezierLerp(d[2], d[3], a[2]);
const float m0 = GEBezierLerp(l0, l1, a[3]);
const float m1 = GEBezierLerp(l1, l2, a[4]);
if (ab) {
*ab = m0;
*bc = m1;
}
return GEBezierLerp(m0, m1, a[5]);
}
static int GESplineEvalColor(const int d[4], const int a[6]) {
auto lerp = [](int x, int y, int k) { return x + (((y - x) * k) >> 8); };
const int l0 = lerp(d[0], d[1], a[0]);
const int l1 = lerp(d[1], d[2], a[1]);
const int l2 = lerp(d[2], d[3], a[2]);
return lerp(lerp(l0, l1, a[3]), lerp(l1, l2, a[4]), a[5]);
}
// One control column of a patch evaluated at some v.
struct GEBezierColumn {
float pos[3];
float ab[3], bc[3]; // for the normal
float tex[2];
int col[4]; // 15 bits
};
struct Weight {
float basis[4];
float deriv[4];
};
static WeightTable AllocateWeightTable(int count) {
WeightTable table;
table.stride = count + WeightTable::WEIGHT_PADDING;
table.data = new float[8 * table.stride]();
return table;
}
static void SetWeight(WeightTable &table, int index, const Weight &w) {
for (int k = 0; k < 4; k++) {
table.data[k * table.stride + index] = w.basis[k];
table.data[(4 + k) * table.stride + index] = w.deriv[k];
}
}
class Bezier3DWeight {
private:
static void CalcWeights(float t, Weight &w) {
// Bernstein 3D basis polynomial
w.basis[0] = (1 - t) * (1 - t) * (1 - t);
w.basis[1] = 3 * t * (1 - t) * (1 - t);
w.basis[2] = 3 * t * t * (1 - t);
w.basis[3] = t * t * t;
// Derivative
w.deriv[0] = -3 * (1 - t) * (1 - t);
w.deriv[1] = 9 * t * t - 12 * t + 3;
w.deriv[2] = 3 * (2 - 3 * t) * t;
w.deriv[3] = 3 * t * t;
}
public:
static WeightTable CalcWeightsAll(u32 key) {
int tess = (int)key;
WeightTable weights = AllocateWeightTable(tess + 1);
const float inv_tess = 1.0f / (float)tess;
for (int i = 0; i < tess + 1; ++i) {
const float t = (float)i * inv_tess;
Weight w;
CalcWeights(t, w);
SetWeight(weights, i, w);
}
return weights;
}
static u32 ToKey(int tess, int count, int type) {
return tess;
}
static int CalcSize(int tess, int count) {
return tess + 1;
}
static WeightCache<Bezier3DWeight> weightsCache;
};
class Spline3DWeight {
private:
struct KnotDiv {
float _3_0 = 1.0f / 3.0f;
float _4_1 = 1.0f / 3.0f;
float _5_2 = 1.0f / 3.0f;
float _3_1 = 1.0f / 2.0f;
float _4_2 = 1.0f / 2.0f;
float _3_2 = 1.0f; // Always 1
};
// knot should be an array sized n + 5 (n + 1 + 1 + degree (cubic))
static void CalcKnots(int n, int type, float *knots, KnotDiv *divs) {
// Basic theory (-2 to +3), optimized with KnotDiv (-2 to +0)
// for (int i = 0; i < n + 5; ++i) {
for (int i = 0; i < n + 2; ++i) {
knots[i] = (float)i - 2;
}
// The first edge is open
if ((type & 1) != 0) {
knots[0] = 0;
knots[1] = 0;
divs[0]._3_0 = 1.0f;
divs[0]._4_1 = 1.0f / 2.0f;
divs[0]._3_1 = 1.0f;
if (n > 1)
divs[1]._3_0 = 1.0f / 2.0f;
}
// The last edge is open
if ((type & 2) != 0) {
// knots[n + 2] = (float)n; // Got rid of this line optimized with KnotDiv
// knots[n + 3] = (float)n; // Got rid of this line optimized with KnotDiv
// knots[n + 4] = (float)n; // Got rid of this line optimized with KnotDiv
// With a single patch whose first edge is open too, that knot interval is 1, not 2.
divs[n - 1]._4_1 = (n == 1 && (type & 1) != 0) ? 1.0f : 1.0f / 2.0f;
divs[n - 1]._5_2 = 1.0f;
divs[n - 1]._4_2 = 1.0f;
if (n > 1)
divs[n - 2]._5_2 = 1.0f / 2.0f;
}
}
static void CalcWeights(float t, const float *knots, const KnotDiv &div, Weight &w) {
float t0 = (t - knots[0]);
float t1 = (t - knots[1]);
float t2 = (t - knots[2]);
float f30 = t0 * div._3_0;
float f41 = t1 * div._4_1;
float f52 = t2 * div._5_2;
float f31 = t1 * div._3_1;
float f42 = t2 * div._4_2;
float f32 = t2 * div._3_2;
float a = (1 - f30) * (1 - f31);
float b = (f31 * f41);
float c = (1 - f41) * (1 - f42);
float d = (f42 * f52);
w.basis[0] = a * (1 - f32); // (1-f30)*(1-f31)*(1-f32)
w.basis[1] = 1 - a - b + ((a + b + c - 1) * f32);
w.basis[2] = b + ((1 - b - c - d) * f32);
w.basis[3] = d * f32; // f32*f42*f52
// Derivative
float i1 = (1 - f31) * (1 - f32);
float i2 = f31 * (1 - f32) + (1 - f42) * f32;
float i3 = f42 * f32;
float f130 = i1 * div._3_0;
float f241 = i2 * div._4_1;
float f352 = i3 * div._5_2;
w.deriv[0] = 3 * (0 - f130);
w.deriv[1] = 3 * (f130 - f241);
w.deriv[2] = 3 * (f241 - f352);
w.deriv[3] = 3 * (f352 - 0);
}
public:
WeightTable CalcWeightsAll(u32 key) {
int tess, count, type;
FromKey(key, tess, count, type);
const int num_patches = count - 3;
WeightTable weights = AllocateWeightTable(tess * num_patches + 1);
// float *knots = new float[num_patches + 5];
float *knots = new float[num_patches + 2]; // Optimized with KnotDiv, must use +5 in theory
KnotDiv *divs = new KnotDiv[num_patches];
CalcKnots(num_patches, type, knots, divs);
const float inv_tess = 1.0f / (float)tess;
for (int i = 0; i < num_patches; ++i) {
const int start = (i == 0) ? 0 : 1;
for (int j = start; j <= tess; ++j) {
const int index = i * tess + j;
const float t = (float)index * inv_tess;
Weight w;
CalcWeights(t, knots + i, divs[i], w);
SetWeight(weights, index, w);
}
}
delete[] knots;
delete[] divs;
return weights;
}
static u32 ToKey(int tess, int count, int type) {
return tess | (count << 8) | (type << 16);
}
static void FromKey(u32 key, int &tess, int &count, int &type) {
tess = key & 0xFF; count = (key >> 8) & 0xFF; type = (key >> 16) & 0xFF;
}
static int CalcSize(int tess, int count) {
return (count - 3) * tess + 1;
}
static WeightCache<Spline3DWeight> weightsCache;
};
WeightCache<Bezier3DWeight> Bezier3DWeight::weightsCache;
WeightCache<Spline3DWeight> Spline3DWeight::weightsCache;
ControlPoints::ControlPoints(const SimpleVertex *const *src, int size, SimpleBufferManager &managedBuf) {
points = (ControlPoint *)managedBuf.Allocate(sizeof(ControlPoint) * size);
if (points)
Convert(src, size);
}
void ControlPoints::Convert(const SimpleVertex *const *src, int size) {
for (int i = 0; i < size; ++i) {
const SimpleVertex &v = *src[i];
ControlPoint &p = points[i];
p.pos[0] = v.pos.x;
p.pos[1] = v.pos.y;
p.pos[2] = v.pos.z;
p.pos[3] = 0.0f;
for (int c = 0; c < 4; c++) {
p.col[c] = (float)v.color[c];
}
p.uv[0] = v.uv[0];
p.uv[1] = v.uv[1];
p.uv[2] = 0.0f;
p.uv[3] = 0.0f;
}
defcolor = src[0]->color_32;
}
// Four vertices' worth of a 3-component attribute, one component per register.
struct Vec3x4 {
Vec4F32 x, y, z;
};
static inline Vec3x4 Cross(const Vec3x4 &a, const Vec3x4 &b) {
return { a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x };
}
static inline Vec4F32 Dot(const Vec3x4 &a, const Vec3x4 &b) {
return MulAdd(a.x, b.x, MulAdd(a.y, b.y, a.z * b.z));
}
static inline Vec3x4 Select(Vec4S32 mask, const Vec3x4 &ifTrue, const Vec3x4 &ifFalse) {
return { Select(mask, ifTrue.x, ifFalse.x), Select(mask, ifTrue.y, ifFalse.y), Select(mask, ifTrue.z, ifFalse.z) };
}
static inline Vec3x4 operator *(const Vec3x4 &a, Vec4F32 f) {
return { a.x * f, a.y * f, a.z * f };
}
// Component c of the four columns, weighted along u.
static inline Vec4F32 SampleU(const float cols[4][4], int c, const Vec4F32 w[4]) {
Vec4F32 sum = Vec4F32::Splat(cols[0][c]) * w[0];
sum = MulAdd(Vec4F32::Splat(cols[1][c]), w[1], sum);
sum = MulAdd(Vec4F32::Splat(cols[2][c]), w[2], sum);
return MulAdd(Vec4F32::Splat(cols[3][c]), w[3], sum);
}
static inline Vec3x4 SampleU3(const float cols[4][4], const Vec4F32 w[4]) {
return { SampleU(cols, 0, w), SampleU(cols, 1, w), SampleU(cols, 2, w) };
}
// Folds the four rows of control points into the four columns of one row of vertices.
static inline void SampleV(const ControlPoint *const rows[4], size_t offset, const float w[4], float cols[4][4]) {
const Vec4F32 w0 = Vec4F32::Splat(w[0]), w1 = Vec4F32::Splat(w[1]), w2 = Vec4F32::Splat(w[2]), w3 = Vec4F32::Splat(w[3]);
for (int k = 0; k < 4; k++) {
const float *r0 = (const float *)((const u8 *)&rows[0][k] + offset);
const float *r1 = (const float *)((const u8 *)&rows[1][k] + offset);
const float *r2 = (const float *)((const u8 *)&rows[2][k] + offset);
const float *r3 = (const float *)((const u8 *)&rows[3][k] + offset);
Vec4F32 sum = Vec4F32::Load(r0) * w0;
sum = MulAdd(Vec4F32::Load(r1), w1, sum);
sum = MulAdd(Vec4F32::Load(r2), w2, sum);
sum = MulAdd(Vec4F32::Load(r3), w3, sum);
sum.Store(cols[k]);
}
}
// The GE's spline: each control column at the vertex's v, then the row of those at its u (as for Bezier).
template <bool sampleNrm, bool sampleCol, bool sampleTex, bool patchFacing>
static void TessellateSplineGE(OutputBuffers &output, const SplineSurface &surface, const ControlPoints &points) {
const int nu = surface.num_patches_u * surface.tess_u + 1;
const int nv = surface.num_patches_v * surface.tess_v + 1;
const int pointsU = surface.num_points_u;
std::vector<GESplineParam> paramsU(nu);
for (int i = 0; i < nu; ++i)
paramsU[i] = GESplineParamAt(i, surface.tess_u, surface.num_patches_u, surface.type_u);
std::vector<GEBezierColumn> columns(pointsU);
for (int iv = 0; iv < nv; ++iv) {
const GESplineParam pv = GESplineParamAt(iv, surface.tess_v, surface.num_patches_v, surface.type_v);
for (int c = 0; c < pointsU; ++c) {
GEBezierColumn &column = columns[c];
int idx[4];
for (int r = 0; r < 4; ++r)
idx[r] = (pv.seg + r) * pointsU + c;
for (int j = 0; j < 3; ++j) {
const float p[4] = { points.points[idx[0]].pos[j], points.points[idx[1]].pos[j], points.points[idx[2]].pos[j], points.points[idx[3]].pos[j] };
column.pos[j] = GESplineEval(p, pv.alpha, &column.ab[j], &column.bc[j]);
}
if constexpr (sampleTex) {
for (int j = 0; j < 2; ++j) {
const float p[4] = { points.points[idx[0]].uv[j], points.points[idx[1]].uv[j], points.points[idx[2]].uv[j], points.points[idx[3]].uv[j] };
column.tex[j] = GESplineEval(p, pv.alpha);
}
}
if constexpr (sampleCol) {
for (int j = 0; j < 4; ++j) {
int p[4];
for (int r = 0; r < 4; ++r)
p[r] = ((int)points.points[idx[r]].col[j] << 7) | 0x7F;
column.col[j] = GESplineEvalColor(p, pv.alpha);
}
}
}
for (int iu = 0; iu < nu; ++iu) {
const GESplineParam &pu = paramsU[iu];
const GEBezierColumn *cols = &columns[pu.seg];
SimpleVertex &vert = output.vertices[surface.GetIndex(iu, iv, 0, 0)];
Vec3f tangentU, tangentV;
for (int j = 0; j < 3; ++j) {
const float row[4] = { cols[0].pos[j], cols[1].pos[j], cols[2].pos[j], cols[3].pos[j] };
float ab, bc;
vert.pos[j] = GESplineEval(row, pu.alpha, &ab, &bc);
if constexpr (sampleNrm) {
tangentU[j] = GEAdd(bc, -ab);
const float abRow[4] = { cols[0].ab[j], cols[1].ab[j], cols[2].ab[j], cols[3].ab[j] };
const float bcRow[4] = { cols[0].bc[j], cols[1].bc[j], cols[2].bc[j], cols[3].bc[j] };
tangentV[j] = GEAdd(GESplineEval(bcRow, pu.alpha), -GESplineEval(abRow, pu.alpha));
}
}
if constexpr (sampleCol) {
u32 color = 0;
for (int j = 0; j < 4; ++j) {
const int row[4] = { cols[0].col[j], cols[1].col[j], cols[2].col[j], cols[3].col[j] };
color |= (u32)(GESplineEvalColor(row, pu.alpha) >> 7) << (8 * j);
}
vert.color_32 = color;
} else {
vert.color_32 = points.defcolor;
}
if constexpr (sampleTex) {
for (int j = 0; j < 2; ++j) {
const float row[4] = { cols[0].tex[j], cols[1].tex[j], cols[2].tex[j], cols[3].tex[j] };
vert.uv[j] = GESplineEval(row, pu.alpha);
}
} else {
vert.uv[0] = pu.seg + pu.k * (1.0f / 256.0f);
vert.uv[1] = pv.seg + pv.k * (1.0f / 256.0f);
}
if constexpr (sampleNrm) {
for (int j = 0; j < 3; ++j) {
const int j1 = (j + 1) % 3, j2 = (j + 2) % 3;
const GERowTerm terms[2] = { GEProduct(tangentU[j1], tangentV[j2]), GEProduct(-tangentU[j2], tangentV[j1]) };
vert.nrm[j] = GERowSum(terms, 2);
}
if constexpr (patchFacing)
vert.nrm *= -1.0f;
} else {
vert.nrm.SetZero();
vert.nrm.z = 1.0f;
}
}
}
}
// The GE's Bezier patches: each patch's four control columns at every v step, then each row of those at u.
template <bool sampleNrm, bool sampleCol, bool sampleTex, bool patchFacing>
static void TessellateBezierGE(OutputBuffers &output, const BezierSurface &surface, const ControlPoints &points) {
std::vector<GEBezierColumn> columns((surface.tess_v + 1) * 4);
for (int patch_u = 0; patch_u < surface.num_patches_u; ++patch_u) {
const int start_u = surface.GetTessStart(patch_u);
for (int patch_v = 0; patch_v < surface.num_patches_v; ++patch_v) {
const int start_v = surface.GetTessStart(patch_v);
const ControlPoint *patch = points.points + surface.GetPointIndex(patch_u, patch_v);
const ControlPoint *const rows[4] = { patch, patch + surface.num_points_u, patch + surface.num_points_u * 2, patch + surface.num_points_u * 3 };
for (int tile_v = start_v; tile_v <= surface.tess_v; ++tile_v) {
const int kv = BezierParam256(tile_v, surface.tess_v);
for (int c = 0; c < 4; ++c) {
GEBezierColumn &column = columns[tile_v * 4 + c];
for (int j = 0; j < 3; ++j) {
const float p[4] = { rows[0][c].pos[j], rows[1][c].pos[j], rows[2][c].pos[j], rows[3][c].pos[j] };
column.pos[j] = GEBezierEval(p, kv, &column.ab[j], &column.bc[j]);
}
if constexpr (sampleTex) {
for (int j = 0; j < 2; ++j) {
const float p[4] = { rows[0][c].uv[j], rows[1][c].uv[j], rows[2][c].uv[j], rows[3][c].uv[j] };
column.tex[j] = GEBezierEval(p, kv);
}
}
if constexpr (sampleCol) {
for (int j = 0; j < 4; ++j) {
int p[4];
for (int r = 0; r < 4; ++r)
p[r] = ((int)rows[r][c].col[j] << 7) | 0x7F;
column.col[j] = GEBezierEvalColor(p, kv);
}
}
}
}
for (int tile_u = start_u; tile_u <= surface.tess_u; ++tile_u) {
const int index_u = surface.GetIndexU(patch_u, tile_u);
const int ku = BezierParam256(tile_u, surface.tess_u);
for (int tile_v = start_v; tile_v <= surface.tess_v; ++tile_v) {
const int index_v = surface.GetIndexV(patch_v, tile_v);
SimpleVertex &vert = output.vertices[surface.GetIndex(index_u, index_v, patch_u, patch_v)];
const GEBezierColumn *cols = &columns[tile_v * 4];
Vec3f tangentU, tangentV;
for (int j = 0; j < 3; ++j) {
const float row[4] = { cols[0].pos[j], cols[1].pos[j], cols[2].pos[j], cols[3].pos[j] };
float ab, bc;
vert.pos[j] = GEBezierEval(row, ku, &ab, &bc);
if constexpr (sampleNrm) {
tangentU[j] = GEAdd(bc, -ab);
const float abRow[4] = { cols[0].ab[j], cols[1].ab[j], cols[2].ab[j], cols[3].ab[j] };
const float bcRow[4] = { cols[0].bc[j], cols[1].bc[j], cols[2].bc[j], cols[3].bc[j] };
tangentV[j] = GEAdd(GEBezierEval(bcRow, ku), -GEBezierEval(abRow, ku));
}
}
if constexpr (sampleCol) {
u32 color = 0;
for (int j = 0; j < 4; ++j) {
const int row[4] = { cols[0].col[j], cols[1].col[j], cols[2].col[j], cols[3].col[j] };
color |= (u32)(GEBezierEvalColor(row, ku) >> 7) << (8 * j);
}
vert.color_32 = color;
} else {
vert.color_32 = points.defcolor;
}
if constexpr (sampleTex) {
for (int j = 0; j < 2; ++j) {
const float row[4] = { cols[0].tex[j], cols[1].tex[j], cols[2].tex[j], cols[3].tex[j] };
vert.uv[j] = GEBezierEval(row, ku);
}
} else {
// Generated: the parameter itself (exp140).
vert.uv[0] = patch_u + ku * (1.0f / 256.0f);
vert.uv[1] = patch_v + BezierParam256(tile_v, surface.tess_v) * (1.0f / 256.0f);
}
if constexpr (sampleNrm) {
// Unnormalized: lighting normalizes it. Vertex normals are unused (exp142).
for (int j = 0; j < 3; ++j) {
const int j1 = (j + 1) % 3, j2 = (j + 2) % 3;
const GERowTerm terms[2] = { GEProduct(tangentU[j1], tangentV[j2]), GEProduct(-tangentU[j2], tangentV[j1]) };
vert.nrm[j] = GERowSum(terms, 2);
}
if constexpr (patchFacing)
vert.nrm *= -1.0f;
} else {
vert.nrm.SetZero();
vert.nrm.z = 1.0f;
}
}
}
}
}
}
// Each patch is evaluated one row of vertices (fixed v) at a time, four vertices along u at once,
// one attribute component per register: first the four control point rows are folded into four
// columns with the v weights, then those are weighted along u.
template<class Surface>
class SubdivisionSurface {
public:
template <bool sampleNrm, bool sampleCol, bool sampleTex, bool patchFacing>
static void Tessellate(OutputBuffers &output, const Surface &surface, const ControlPoints &points, const Weight2D &weights) {
if constexpr (std::is_same_v<Surface, SplineSurface>) {
if (surface.geExact) {
TessellateSplineGE<sampleNrm, sampleCol, sampleTex, patchFacing>(output, surface, points);
surface.BuildIndex(output.indices, output.count);
return;
}
} else {
if (surface.geExact) {
TessellateBezierGE<sampleNrm, sampleCol, sampleTex, patchFacing>(output, surface, points);
surface.BuildIndex(output.indices, output.count);
return;
}
}
const float inv_u = 1.0f / (float)surface.tess_u;
const float inv_v = 1.0f / (float)surface.tess_v;
const WeightTable &wu = *weights.u;
const WeightTable &wv = *weights.v;
static const int laneOffsets[4] = { 0, 1, 2, 3 };
const Vec4S32 lanes = Vec4S32::Load(laneOffsets);
const Vec4F32 one = Vec4F32::Splat(1.0f);
const Vec4F32 minusOne = Vec4F32::Splat(-1.0f);
const Vec4F32 zero = Vec4F32::Zero();
const Vec4F32 defcolor = Vec4F32FromBits(Vec4S32::Splat((int)points.defcolor));
for (int patch_u = 0; patch_u < surface.num_patches_u; ++patch_u) {
const int start_u = surface.GetTessStart(patch_u);
for (int patch_v = 0; patch_v < surface.num_patches_v; ++patch_v) {
const int start_v = surface.GetTessStart(patch_v);
// The 4x4 control points of this patch.
const ControlPoint *patch = points.points + surface.GetPointIndex(patch_u, patch_v);
const ControlPoint *const rows[4] = { patch, patch + surface.num_points_u, patch + surface.num_points_u * 2, patch + surface.num_points_u * 3 };
for (int tile_v = start_v; tile_v <= surface.tess_v; ++tile_v) {
const int index_v = surface.GetIndexV(patch_v, tile_v);
const float bv[4] = { wv.Basis(0)[index_v], wv.Basis(1)[index_v], wv.Basis(2)[index_v], wv.Basis(3)[index_v] };
const float dv[4] = { wv.Deriv(0)[index_v], wv.Deriv(1)[index_v], wv.Deriv(2)[index_v], wv.Deriv(3)[index_v] };
alignas(16) float pos[4][4];
alignas(16) float posDV[4][4];
alignas(16) float col[4][4];
alignas(16) float tex[4][4];
SampleV(rows, offsetof(ControlPoint, pos), bv, pos);
if constexpr (sampleNrm)
SampleV(rows, offsetof(ControlPoint, pos), dv, posDV);
if constexpr (sampleCol)
SampleV(rows, offsetof(ControlPoint, col), bv, col);
if constexpr (sampleTex)
SampleV(rows, offsetof(ControlPoint, uv), bv, tex);
// Which way a pole's limit normal points, when the pole is along v.
const Vec4F32 signV = (tile_v * 2 > surface.tess_v) ? minusOne : one;
for (int tile_u = start_u; tile_u <= surface.tess_u; tile_u += 4) {
const int index_u = surface.GetIndexU(patch_u, tile_u);
const Vec4F32 bu[4] = { Vec4F32::Load(wu.Basis(0) + index_u), Vec4F32::Load(wu.Basis(1) + index_u), Vec4F32::Load(wu.Basis(2) + index_u), Vec4F32::Load(wu.Basis(3) + index_u) };
const Vec4S32 tiles = Vec4S32::Splat(tile_u) + lanes;
Vec3x4 p = SampleU3(pos, bu);
Vec3x4 nrm;
if constexpr (sampleNrm) {
const Vec4F32 du[4] = { Vec4F32::Load(wu.Deriv(0) + index_u), Vec4F32::Load(wu.Deriv(1) + index_u), Vec4F32::Load(wu.Deriv(2) + index_u), Vec4F32::Load(wu.Deriv(3) + index_u) };
const Vec3x4 derivU = SampleU3(pos, du);
const Vec3x4 derivV = SampleU3(posDV, bu);
nrm = Cross(derivU, derivV);
const Vec4F32 lenU2 = Dot(derivU, derivU);
const Vec4F32 lenV2 = Dot(derivV, derivV);
const Vec4S32 pole = lenU2.Min(lenV2).CompareLe(lenU2.Max(lenV2) * 1e-8f);
if (AnyCompareBitsSet(pole)) {
// A pole: a patch edge whose control points all meet at one point, like the top
// of a dome. One derivative vanishes there, so the cross product is zero, or with
// animated control points just rounding noise, and the normal would be NaN or
// random (dark patches on Pac-Man Arrangement's ghosts, #12354). Use the limit
// instead: next to an edge where dP/dv = 0, dP/dv ~ (u - u_edge) * d2P/dudv.
const Vec3x4 derivUV = SampleU3(posDV, du);
const Vec4F32 signU = Select(tiles.Shl<1>().CompareGt(Vec4S32::Splat(surface.tess_u)), minusOne, one);
const Vec3x4 limitU = Cross(derivU, derivUV) * signU;
const Vec3x4 limitV = Cross(derivUV, derivV) * signV;
nrm = Select(pole, Select(lenV2.CompareLe(lenU2), limitU, limitV), nrm);
}
// Normalize, or 0,0,1 if there's nothing to normalize.
const Vec4F32 len2 = Dot(nrm, nrm);
const Vec4S32 valid = len2.CompareGt(zero);
const Vec4F32 scale = len2.RecipSqrt();
nrm = { Select(valid, nrm.x * scale, zero), Select(valid, nrm.y * scale, zero), Select(valid, nrm.z * scale, one) };
if constexpr (patchFacing)
nrm = nrm * minusOne;
} else {
nrm = { zero, zero, one };
}
Vec4F32 color;
if constexpr (sampleCol) {
Vec4S32 c[4];
for (int i = 0; i < 4; i++) {
c[i] = Vec4S32FromF32Round(SampleU(col, i, bu).Clamp(0.0f, 255.0f));
}
color = Vec4F32FromBits(c[0] | c[1].Shl<8>() | c[2].Shl<16>() | c[3].Shl<24>());
} else {
color = defcolor;
}
Vec4F32 uvU, uvV;
if constexpr (sampleTex) {
uvU = SampleU(tex, 0, bu);
uvV = SampleU(tex, 1, bu);
} else {
// Generate texcoord
uvU = MulAdd(Vec4F32FromS32(tiles), Vec4F32::Splat(inv_u), Vec4F32::Splat((float)patch_u));
uvV = Vec4F32::Splat(patch_v + tile_v * inv_v);
}
// Transpose into SimpleVertex order: uv, color, nrm, pos.
Vec4F32 lo[4] = { uvU, uvV, color, nrm.x };
Vec4F32 hi[4] = { nrm.y, nrm.z, p.x, p.y };
Vec4F32::Transpose(lo[0], lo[1], lo[2], lo[3]);
Vec4F32::Transpose(hi[0], hi[1], hi[2], hi[3]);
alignas(16) float posZ[4];
p.z.Store(posZ);
SimpleVertex *dst = output.vertices + surface.GetIndex(index_u, index_v, patch_u, patch_v);
const int count = std::min(4, surface.tess_u - tile_u + 1);
for (int i = 0; i < count; i++) {
float *out = (float *)&dst[i];
lo[i].Store(out);
hi[i].Store(out + 4);
out[8] = posZ[i];
}
}
}
}
}
surface.BuildIndex(output.indices, output.count);
}
using TessFunc = void(*)(OutputBuffers &, const Surface &, const ControlPoints &, const Weight2D &);
TEMPLATE_PARAMETER_DISPATCHER_FUNCTION(Tess, SubdivisionSurface::Tessellate, TessFunc);
static void Tessellate(OutputBuffers &output, const Surface &surface, const ControlPoints &points, const Weight2D &weights, u32 origVertType) {
const bool params[] = {
// Shade mapping uses the normal even with lighting off (gpu/probe exp143).
(origVertType & GE_VTYPE_NRM_MASK) != 0 || gstate.isLightingEnabled() || gstate.getUVGenMode() == GE_TEXMAP_ENVIRONMENT_MAP,
(origVertType & GE_VTYPE_COL_MASK) != 0,
(origVertType & GE_VTYPE_TC_MASK) != 0,
surface.patchFacing,
};
static TemplateParameterDispatcher<TessFunc, ARRAY_SIZE(params), Tess> dispatcher; // Initialize only once
TessFunc func = dispatcher.GetFunc(params);
func(output, surface, points, weights);
}
};
template<class Surface>
void SoftwareTessellation(OutputBuffers &output, const Surface &surface, u32 origVertType, const ControlPoints &points) {
using WeightType = typename Surface::WeightType;
u32 key_u = WeightType::ToKey(surface.tess_u, surface.num_points_u, surface.type_u);
u32 key_v = WeightType::ToKey(surface.tess_v, surface.num_points_v, surface.type_v);
Weight2D weights(WeightType::weightsCache, key_u, key_v);
SubdivisionSurface<Surface>::Tessellate(output, surface, points, weights, origVertType);
}
template void SoftwareTessellation<BezierSurface>(OutputBuffers &output, const BezierSurface &surface, u32 origVertType, const ControlPoints &points);
template void SoftwareTessellation<SplineSurface>(OutputBuffers &output, const SplineSurface &surface, u32 origVertType, const ControlPoints &points);
} // namespace Spline
using namespace Spline;
void DrawEngineCommon::ClearSplineBezierWeights() {
Bezier3DWeight::weightsCache.Clear();
Spline3DWeight::weightsCache.Clear();
}
// Specialize to make instance (to avoid link error).
template void DrawEngineCommon::SubmitCurve<BezierSurface>(const void *control_points, const void *indices, BezierSurface &surface, u32 vertType, int *bytesRead, const char *scope);
template void DrawEngineCommon::SubmitCurve<SplineSurface>(const void *control_points, const void *indices, SplineSurface &surface, u32 vertType, int *bytesRead, const char *scope);
template<class Surface>
void DrawEngineCommon::SubmitCurve(const void *control_points, const void *indices, Surface &surface, u32 vertType, int *bytesRead, const char *scope) {
PROFILE_THIS_SCOPE(scope);
// Real hardware seems to draw nothing when given < 4 either U or V.
// This would result in num_patches_u / num_patches_v being 0.
if (surface.num_points_u < 4 || surface.num_points_v < 4)
return;
SimpleBufferManager managedBuf(decoded_, DECODED_VERTEX_BUFFER_SIZE / 2);
const int num_points = surface.num_points_u * surface.num_points_v;
u16 index_lower_bound = 0;
u16 index_upper_bound = num_points - 1;
IndexConverter ConvertIndex(vertType, indices);
if (indices) {
GetIndexBounds(indices, num_points, vertType, &index_lower_bound, &index_upper_bound);
}
u32 vertTypeID = GetVertTypeID(vertType, gstate.getUVGenMode());
VertexDecoder *origVDecoder = GetVertexDecoder(vertTypeID);
*bytesRead = num_points * origVDecoder->VertexSize();
// Simplify away bones and morph before proceeding
// There are normally not a lot of control points so just splitting decoded should be reasonably safe, although not great.
SimpleVertex *simplified_control_points = (SimpleVertex *)managedBuf.Allocate(sizeof(SimpleVertex) * (index_upper_bound + 1));
if (!simplified_control_points) {
ERROR_LOG(Log::G3D, "Failed to allocate space for simplified control points, skipping curve draw");
return;
}
u8 *temp_buffer = managedBuf.Allocate(sizeof(SimpleVertex) * num_points);
if (!temp_buffer) {
ERROR_LOG(Log::G3D, "Failed to allocate space for temp buffer, skipping curve draw");
return;
}
const u32 origVertType = vertType;
UVScale neutralUVScale{1.0f, 1.0f, 0.0f, 0.0f}; // Avoid rescaling UV during normalization, it will happen anyway later (in DispatchSubmitPrim). Although ideally we should avoid running Decode at all there.
vertType = ::NormalizeVertices(simplified_control_points, temp_buffer, (u8 *)control_points, index_lower_bound, index_upper_bound, neutralUVScale, origVDecoder, vertType);
VertexDecoder *vdecoder = GetVertexDecoder(vertType);
int vertexSize = vdecoder->VertexSize();
if (vertexSize != sizeof(SimpleVertex)) {
ERROR_LOG(Log::G3D, "Something went really wrong, vertex size: %d vs %d", vertexSize, (int)sizeof(SimpleVertex));
}
// Make an array of pointers to the control points, to get rid of indices.
const SimpleVertex **points = (const SimpleVertex **)managedBuf.Allocate(sizeof(SimpleVertex *) * num_points);
if (!points) {
ERROR_LOG(Log::G3D, "Failed to allocate space for control point pointers, skipping curve draw");
return;
}
for (int idx = 0; idx < num_points; idx++) {
points[idx] = simplified_control_points + (indices ? ConvertIndex(idx) : idx);
}
OutputBuffers output;
output.vertices = (SimpleVertex *)(decoded_ + DECODED_VERTEX_BUFFER_SIZE / 2);
output.indices = decIndex_;
output.count = 0;
const int maxVerts = DECODED_VERTEX_BUFFER_SIZE / 2 / vertexSize;
surface.Init(maxVerts);
ControlPoints cpoints(points, num_points, managedBuf);
if (cpoints.IsValid()) {
// Run the tessellation!
SoftwareTessellation(output, surface, origVertType, cpoints);
} else {
ERROR_LOG(Log::G3D, "Failed to allocate space for control point values, skipping curve draw");
}
u32 vertTypeWithIndex16 = (vertType & ~GE_VTYPE_IDX_MASK) | GE_VTYPE_IDX_16BIT;
vertTypeID = GetVertTypeID(vertTypeWithIndex16, gstate.getUVGenMode());
int generatedBytesRead;
if (output.count) {
ClipInfoFlags flags{}; // Don't need any special processing.
DispatchSubmitPrim(output.vertices, output.indices, PatchPrimToPrim(surface.primType), output.count, vertTypeID, true, &generatedBytesRead, flags);
}
if (flushOnParams_) {
Flush();
}
}