SoftGPU: Use common spline/bezier rendering.

There's nothing inherently non-software rendering about this.
This commit is contained in:
Unknown W. Brackets 2017-04-15 20:08:37 -07:00
parent b67650a8ff
commit b543c0d0e4

View file

@ -57,6 +57,13 @@ static Draw::Buffer *idata = nullptr;
class SoftwareDrawEngine : public DrawEngineCommon {
public:
SoftwareDrawEngine() {
// All this is a LOT of memory, need to see if we can cut down somehow. Used for splines.
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
}
virtual void DispatchFlush() {
}
@ -388,44 +395,130 @@ void SoftGPU::ExecuteOp(u32 op, u32 diff) {
case GE_CMD_BEZIER:
{
int bz_ucount = data & 0xFF;
int bz_vcount = (data >> 8) & 0xFF;
DEBUG_LOG(G3D,"DL DRAW BEZIER: %i x %i", bz_ucount, bz_vcount);
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// This also make skipping drawing very effective.
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *indices = NULL;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
return;
}
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Bezier + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Bezier + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_BEZIER, PatchPrimToPrim(patchPrim));
int bz_ucount = op & 0xFF;
int bz_vcount = (op >> 8) & 0xFF;
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
gstate_c.bezier = true;
if (gstate_c.spline_count_u != bz_ucount) {
gstate_c.Dirty(DIRTY_BEZIERSPLINE);
gstate_c.spline_count_u = bz_ucount;
}
}
int bytesRead = 0;
drawEngineCommon_->SubmitBezier(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), bz_ucount, bz_vcount, patchPrim, computeNormals, patchFacing, gstate.vertType, &bytesRead);
framebufferDirty_ = true;
gstate_c.bezier = false;
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = bz_ucount * bz_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
break;
case GE_CMD_SPLINE:
{
int sp_ucount = data & 0xFF;
int sp_vcount = (data >> 8) & 0xFF;
int sp_utype = (data >> 16) & 0x3;
int sp_vtype = (data >> 18) & 0x3;
// We don't dirty on normal changes anymore as we prescale, but it's needed for splines/bezier.
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
// This also make skipping drawing very effective.
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// TODO: Should this eat some cycles? Probably yes. Not sure if important.
return;
}
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
ERROR_LOG_REPORT(G3D, "Software: Bad vertex address %08x!", gstate_c.vertexAddr);
break;
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
return;
}
void *control_points = Memory::GetPointer(gstate_c.vertexAddr);
// void *indices = NULL;
void *control_points = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
void *indices = NULL;
if ((gstate.vertType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
if (!Memory::IsValidAddress(gstate_c.indexAddr)) {
ERROR_LOG_REPORT(G3D, "Software: Bad index address %08x!", gstate_c.indexAddr);
break;
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", gstate_c.indexAddr);
return;
}
// indices = Memory::GetPointer(gstate_c.indexAddr);
indices = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
if (gstate.getPatchPrimitiveType() != GE_PATCHPRIM_TRIANGLES) {
ERROR_LOG_REPORT(G3D, "Software: Unsupported patch primitive %x", gstate.patchprimitive&3);
break;
if (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) {
DEBUG_LOG_REPORT(G3D, "Spline + morph: %i", (gstate.vertType & GE_VTYPE_MORPHCOUNT_MASK) >> GE_VTYPE_MORPHCOUNT_SHIFT);
}
if (vertTypeIsSkinningEnabled(gstate.vertType)) {
DEBUG_LOG_REPORT(G3D, "Spline + skinning: %i", vertTypeGetNumBoneWeights(gstate.vertType));
}
if (!(gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME)) {
//TransformUnit::SubmitSpline(control_points, indices, sp_ucount, sp_vcount, sp_utype, sp_vtype, gstate.getPatchPrimitiveType(), gstate.vertType);
int sp_ucount = op & 0xFF;
int sp_vcount = (op >> 8) & 0xFF;
int sp_utype = (op >> 16) & 0x3;
int sp_vtype = (op >> 18) & 0x3;
GEPatchPrimType patchPrim = gstate.getPatchPrimitiveType();
SetDrawType(DRAW_SPLINE, PatchPrimToPrim(patchPrim));
bool computeNormals = gstate.isLightingEnabled();
bool patchFacing = gstate.patchfacing & 1;
u32 vertType = gstate.vertType;
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
gstate_c.spline = true;
bool countsChanged = gstate_c.spline_count_u != sp_ucount || gstate_c.spline_count_v != sp_vcount;
bool typesChanged = gstate_c.spline_type_u != sp_utype || gstate_c.spline_type_v != sp_vtype;
if (countsChanged || typesChanged) {
gstate_c.Dirty(DIRTY_BEZIERSPLINE);
gstate_c.spline_count_u = sp_ucount;
gstate_c.spline_count_v = sp_vcount;
gstate_c.spline_type_u = sp_utype;
gstate_c.spline_type_v = sp_vtype;
}
}
int bytesRead = 0;
drawEngineCommon_->SubmitSpline(control_points, indices, gstate.getPatchDivisionU(), gstate.getPatchDivisionV(), sp_ucount, sp_vcount, sp_utype, sp_vtype, patchPrim, computeNormals, patchFacing, vertType, &bytesRead);
framebufferDirty_ = true;
DEBUG_LOG(G3D,"DL DRAW SPLINE: %i x %i, %i x %i", sp_ucount, sp_vcount, sp_utype, sp_vtype);
gstate_c.spline = false;
// After drawing, we advance pointers - see SubmitPrim which does the same.
int count = sp_ucount * sp_vcount;
AdvanceVerts(gstate.vertType, count, bytesRead);
}
break;