1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
|
#include "Common/CommonTypes.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/GeometryShaderManager.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/MainBase.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PerfQueryBase.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
VertexManager *g_vertex_manager;
u8 *VertexManager::s_pCurBufferPointer;
u8 *VertexManager::s_pBaseBufferPointer;
u8 *VertexManager::s_pEndBufferPointer;
PrimitiveType VertexManager::current_primitive_type;
Slope VertexManager::s_zslope;
bool VertexManager::s_is_flushed;
bool VertexManager::s_cull_all;
static const PrimitiveType primitive_from_gx[8] = {
PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS
PRIMITIVE_TRIANGLES, // GX_DRAW_QUADS_2
PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLES
PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_STRIP
PRIMITIVE_TRIANGLES, // GX_DRAW_TRIANGLE_FAN
PRIMITIVE_LINES, // GX_DRAW_LINES
PRIMITIVE_LINES, // GX_DRAW_LINE_STRIP
PRIMITIVE_POINTS, // GX_DRAW_POINTS
};
VertexManager::VertexManager()
{
s_is_flushed = true;
s_cull_all = false;
}
VertexManager::~VertexManager()
{
}
u32 VertexManager::GetRemainingSize()
{
return (u32)(s_pEndBufferPointer - s_pCurBufferPointer);
}
DataReader VertexManager::PrepareForAdditionalData(int primitive, u32 count, u32 stride, bool cullall)
{
// The SSE vertex loader can write up to 4 bytes past the end
u32 const needed_vertex_bytes = count * stride + 4;
// We can't merge different kinds of primitives, so we have to flush here
if (current_primitive_type != primitive_from_gx[primitive])
Flush();
current_primitive_type = primitive_from_gx[primitive];
// Check for size in buffer, if the buffer gets full, call Flush()
if (!s_is_flushed && ( count > IndexGenerator::GetRemainingIndices() ||
count > GetRemainingIndices(primitive) || needed_vertex_bytes > GetRemainingSize()))
{
Flush();
if (count > IndexGenerator::GetRemainingIndices())
ERROR_LOG(VIDEO, "Too little remaining index values. Use 32-bit or reset them on flush.");
if (count > GetRemainingIndices(primitive))
ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all indices! "
"Increase MAXIBUFFERSIZE or we need primitive breaking after all.");
if (needed_vertex_bytes > GetRemainingSize())
ERROR_LOG(VIDEO, "VertexManager: Buffer not large enough for all vertices! "
"Increase MAXVBUFFERSIZE or we need primitive breaking after all.");
}
s_cull_all = cullall;
// need to alloc new buffer
if (s_is_flushed)
{
g_vertex_manager->ResetBuffer(stride);
s_is_flushed = false;
}
return DataReader(s_pCurBufferPointer, s_pEndBufferPointer);
}
void VertexManager::FlushData(u32 count, u32 stride)
{
s_pCurBufferPointer += count * stride;
}
u32 VertexManager::GetRemainingIndices(int primitive)
{
u32 index_len = MAXIBUFFERSIZE - IndexGenerator::GetIndexLen();
if (g_Config.backend_info.bSupportsPrimitiveRestart)
{
switch (primitive)
{
case GX_DRAW_QUADS:
case GX_DRAW_QUADS_2:
return index_len / 5 * 4;
case GX_DRAW_TRIANGLES:
return index_len / 4 * 3;
case GX_DRAW_TRIANGLE_STRIP:
return index_len / 1 - 1;
case GX_DRAW_TRIANGLE_FAN:
return index_len / 6 * 4 + 1;
case GX_DRAW_LINES:
return index_len;
case GX_DRAW_LINE_STRIP:
return index_len / 2 + 1;
case GX_DRAW_POINTS:
return index_len;
default:
return 0;
}
}
else
{
switch (primitive)
{
case GX_DRAW_QUADS:
case GX_DRAW_QUADS_2:
return index_len / 6 * 4;
case GX_DRAW_TRIANGLES:
return index_len;
case GX_DRAW_TRIANGLE_STRIP:
return index_len / 3 + 2;
case GX_DRAW_TRIANGLE_FAN:
return index_len / 3 + 2;
case GX_DRAW_LINES:
return index_len;
case GX_DRAW_LINE_STRIP:
return index_len / 2 + 1;
case GX_DRAW_POINTS:
return index_len;
default:
return 0;
}
}
}
void VertexManager::Flush()
{
if (s_is_flushed)
return;
// loading a state will invalidate BP, so check for it
g_video_backend->CheckInvalidState();
#if defined(_DEBUG) || defined(DEBUGFAST)
PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens,
xfmem.numChan.numColorChans, xfmem.dualTexTrans.enabled, bpmem.ztex2.op,
(int)bpmem.blendmode.colorupdate, (int)bpmem.blendmode.alphaupdate, (int)bpmem.zmode.updateenable);
for (unsigned int i = 0; i < xfmem.numChan.numColorChans; ++i)
{
LitChannel* ch = &xfmem.color[i];
PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
ch = &xfmem.alpha[i];
PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
}
for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
{
TexMtxInfo tinfo = xfmem.texMtxInfo[i];
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0;
PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d",
i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
xfmem.postMtxInfo[i].index, xfmem.postMtxInfo[i].normalize);
}
PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphatest=0x%x", (int)bpmem.genMode.numtevstages+1, (int)bpmem.genMode.numindstages,
(int)bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alpha_test.hex>>16)&0xff);
#endif
// If the primitave is marked CullAll. All we need to do is update the vertex constants and calculate the zfreeze refrence slope
if (!s_cull_all)
{
BitSet32 usedtextures;
for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures[bpmem.tevorders[i/2].getTexMap(i & 1)] = true;
if (bpmem.genMode.numindstages > 0)
for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1u; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures[bpmem.tevindref.getTexMap(bpmem.tevind[i].bt)] = true;
TextureCache::UnbindTextures();
for (unsigned int i : usedtextures)
{
const TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i);
if (tentry)
{
g_renderer->SetSamplerState(i & 3, i >> 2, tentry->is_custom_tex);
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height);
}
else
{
ERROR_LOG(VIDEO, "error loading texture");
}
}
TextureCache::BindTextures();
}
// set global vertex constants
VertexShaderManager::SetConstants();
// Calculate ZSlope for zfreeze
if (!bpmem.genMode.zfreeze)
{
// Must be done after VertexShaderManager::SetConstants()
CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat());
}
else if (s_zslope.dirty && !s_cull_all) // or apply any dirty ZSlopes
{
PixelShaderManager::SetZSlope(s_zslope.dfdx, s_zslope.dfdy, s_zslope.f0);
s_zslope.dirty = false;
}
if (!s_cull_all)
{
// set the rest of the global constants
GeometryShaderManager::SetConstants();
PixelShaderManager::SetConstants();
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass &&
bpmem.dstalpha.enable &&
bpmem.blendmode.alphaupdate &&
bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
if (PerfQueryBase::ShouldEmulate())
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
g_vertex_manager->vFlush(useDstAlpha);
if (PerfQueryBase::ShouldEmulate())
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens)
ERROR_LOG(VIDEO, "xf.numtexgens (%d) does not match bp.numtexgens (%d). Error in command stream.", xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value());
s_is_flushed = true;
s_cull_all = false;
}
void VertexManager::DoState(PointerWrap& p)
{
p.Do(s_zslope);
g_vertex_manager->vDoState(p);
}
void VertexManager::CalculateZSlope(NativeVertexFormat* format)
{
float vtx[9];
float out[12];
float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
// Global matrix ID.
u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx;
const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration();
size_t posOff = vert_decl.position.offset;
size_t mtxOff = vert_decl.posmtx.offset;
// Make sure the buffer contains at lest 3 vertices.
if ((s_pCurBufferPointer - s_pBaseBufferPointer) < (vert_decl.stride * 3))
return;
// Lookup vertices of the last rendered triangle and software-transform them
// This allows us to determine the depth slope, which will be used if z--freeze
// is enabled in the following flush.
for (unsigned int i = 0; i < 3; ++i)
{
u8* vtx_ptr = s_pCurBufferPointer - vert_decl.stride * (3 - i);
vtx[0 + i * 3] = ((float*)(vtx_ptr + posOff))[0];
vtx[1 + i * 3] = ((float*)(vtx_ptr + posOff))[1];
vtx[2 + i * 3] = ((float*)(vtx_ptr + posOff))[2];
// If this vertex format has per-vertex position matrix IDs, look it up.
if(vert_decl.posmtx.enable)
mtxIdx = *((u32*)(vtx_ptr + mtxOff));
VertexShaderManager::TransformToClipSpace(&vtx[i * 3], &out[i * 4], mtxIdx);
// Transform to Screenspace
float inv_w = 1.0f / out[3 + i * 4];
out[0 + i * 4] = out[0 + i * 4] * inv_w * xfmem.viewport.wd + viewOffset[0];
out[1 + i * 4] = out[1 + i * 4] * inv_w * xfmem.viewport.ht + viewOffset[1];
out[2 + i * 4] = out[2 + i * 4] * inv_w * xfmem.viewport.zRange + xfmem.viewport.farZ;
}
float dx31 = out[8] - out[0];
float dx12 = out[0] - out[4];
float dy12 = out[1] - out[5];
float dy31 = out[9] - out[1];
float DF31 = out[10] - out[2];
float DF21 = out[6] - out[2];
float a = DF31 * -dy12 - DF21 * dy31;
float b = dx31 * DF21 + dx12 * DF31;
float c = -dx12 * dy31 - dx31 * -dy12;
// Sometimes we process de-generate triangles. Stop any divide by zeros
if (c == 0)
return;
s_zslope.dfdx = -a / c;
s_zslope.dfdy = -b / c;
s_zslope.f0 = out[2] - (out[0] * s_zslope.dfdx + out[1] * s_zslope.dfdy);
s_zslope.dirty = true;
}
|