mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
Merge pull request #6910 from unknownbrackets/d3d9
d3d: Fix some vertex cache glitches, enable bounding box test
This commit is contained in:
commit
b7a54a23d0
8 changed files with 295 additions and 268 deletions
|
@ -1,20 +1,109 @@
|
|||
// 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 "GPU/Common/DrawEngineCommon.h"
|
||||
|
||||
// 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 "GPU/Common/DrawEngineCommon.h"
|
||||
#include "GPU/Common/SplineCommon.h"
|
||||
#include "GPU/ge_constants.h"
|
||||
#include "GPU/GPUState.h"
|
||||
|
||||
DrawEngineCommon::~DrawEngineCommon() { }
|
||||
|
||||
struct Plane {
|
||||
float x, y, z, w;
|
||||
void Set(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
|
||||
float Test(float f[3]) const { return x * f[0] + y * f[1] + z * f[2] + w; }
|
||||
};
|
||||
|
||||
static void PlanesFromMatrix(float mtx[16], Plane planes[6]) {
|
||||
planes[0].Set(mtx[3]-mtx[0], mtx[7]-mtx[4], mtx[11]-mtx[8], mtx[15]-mtx[12]); // Right
|
||||
planes[1].Set(mtx[3]+mtx[0], mtx[7]+mtx[4], mtx[11]+mtx[8], mtx[15]+mtx[12]); // Left
|
||||
planes[2].Set(mtx[3]+mtx[1], mtx[7]+mtx[5], mtx[11]+mtx[9], mtx[15]+mtx[13]); // Bottom
|
||||
planes[3].Set(mtx[3]-mtx[1], mtx[7]-mtx[5], mtx[11]-mtx[9], mtx[15]-mtx[13]); // Top
|
||||
planes[4].Set(mtx[3]+mtx[2], mtx[7]+mtx[6], mtx[11]+mtx[10], mtx[15]+mtx[14]); // Near
|
||||
planes[5].Set(mtx[3]-mtx[2], mtx[7]-mtx[6], mtx[11]-mtx[10], mtx[15]-mtx[14]); // Far
|
||||
}
|
||||
|
||||
// This code is HIGHLY unoptimized!
|
||||
//
|
||||
// It does the simplest and safest test possible: If all points of a bbox is outside a single of
|
||||
// our clipping planes, we reject the box. Tighter bounds would be desirable but would take more calculations.
|
||||
bool DrawEngineCommon::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
|
||||
SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
|
||||
float *verts = (float *)(decoded + 65536 * 18);
|
||||
|
||||
// Try to skip NormalizeVertices if it's pure positions. No need to bother with a vertex decoder
|
||||
// and a large vertex format.
|
||||
if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_FLOAT) {
|
||||
// memcpy(verts, control_points, 12 * vertexCount);
|
||||
verts = (float *)control_points;
|
||||
} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_8BIT) {
|
||||
const s8 *vtx = (const s8 *)control_points;
|
||||
for (int i = 0; i < vertexCount * 3; i++) {
|
||||
verts[i] = vtx[i] * (1.0f / 128.0f);
|
||||
}
|
||||
} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_16BIT) {
|
||||
const s16 *vtx = (const s16*)control_points;
|
||||
for (int i = 0; i < vertexCount * 3; i++) {
|
||||
verts[i] = vtx[i] * (1.0f / 32768.0f);
|
||||
}
|
||||
} else {
|
||||
// Simplify away bones and morph before proceeding
|
||||
u8 *temp_buffer = decoded + 65536 * 24;
|
||||
NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
|
||||
// Special case for float positions only.
|
||||
const float *ctrl = (const float *)control_points;
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
verts[i * 3] = corners[i].pos.x;
|
||||
verts[i * 3 + 1] = corners[i].pos.y;
|
||||
verts[i * 3 + 2] = corners[i].pos.z;
|
||||
}
|
||||
}
|
||||
|
||||
Plane planes[6];
|
||||
|
||||
float world[16];
|
||||
float view[16];
|
||||
float worldview[16];
|
||||
float worldviewproj[16];
|
||||
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
|
||||
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
|
||||
Matrix4ByMatrix4(worldview, world, view);
|
||||
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
|
||||
PlanesFromMatrix(worldviewproj, planes);
|
||||
for (int plane = 0; plane < 6; plane++) {
|
||||
int inside = 0;
|
||||
int out = 0;
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
// Here we can test against the frustum planes!
|
||||
float value = planes[plane].Test(verts + i * 3);
|
||||
if (value < 0)
|
||||
out++;
|
||||
else
|
||||
inside++;
|
||||
}
|
||||
|
||||
if (inside == 0) {
|
||||
// All out
|
||||
return false;
|
||||
}
|
||||
|
||||
// Any out. For testing that the planes are in the right locations.
|
||||
// if (out != 0) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -1,24 +1,35 @@
|
|||
// 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/.
|
||||
// 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 "Common/CommonTypes.h"
|
||||
|
||||
class DrawEngineCommon {
|
||||
public:
|
||||
virtual ~DrawEngineCommon();
|
||||
|
||||
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
|
||||
|
||||
// TODO: This can be shared once the decoder cache / etc. are.
|
||||
virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) = 0;
|
||||
|
||||
protected:
|
||||
// Vertex collector buffers
|
||||
u8 *decoded;
|
||||
u16 *decIndex;
|
||||
};
|
|
@ -314,7 +314,7 @@ static const CommandTableEntry commandTable[] = {
|
|||
{GE_CMD_VADDR, FLAG_EXECUTE, &DIRECTX9_GPU::Execute_Vaddr},
|
||||
{GE_CMD_IADDR, FLAG_EXECUTE, &DIRECTX9_GPU::Execute_Iaddr},
|
||||
{GE_CMD_BJUMP, FLAG_EXECUTE | FLAG_READS_PC | FLAG_WRITES_PC}, // EXECUTE
|
||||
{GE_CMD_BOUNDINGBOX, FLAG_EXECUTE}, // + FLUSHBEFORE when we implement
|
||||
{GE_CMD_BOUNDINGBOX, FLAG_EXECUTE, &DIRECTX9_GPU::Execute_BoundingBox}, // + FLUSHBEFORE when we implement... or not, do we need to?
|
||||
|
||||
// Changing the vertex type requires us to flush.
|
||||
{GE_CMD_VERTEXTYPE, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTEONCHANGE, &DIRECTX9_GPU::Execute_VertexType},
|
||||
|
@ -868,6 +868,32 @@ void DIRECTX9_GPU::Execute_ViewportType(u32 op, u32 diff) {
|
|||
}
|
||||
}
|
||||
|
||||
void DIRECTX9_GPU::Execute_BoundingBox(u32 op, u32 diff) {
|
||||
// Just resetting, nothing to bound.
|
||||
const u32 data = op & 0x00FFFFFF;
|
||||
if (data == 0) {
|
||||
// TODO: Should this set the bboxResult? Let's set it true for now.
|
||||
currentList->bboxResult = true;
|
||||
return;
|
||||
}
|
||||
if (((data & 7) == 0) && data <= 64) { // Sanity check
|
||||
void *control_points = Memory::GetPointer(gstate_c.vertexAddr);
|
||||
if (gstate.vertType & GE_VTYPE_IDX_MASK) {
|
||||
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported.");
|
||||
// Data seems invalid. Let's assume the box test passed.
|
||||
currentList->bboxResult = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// Test if the bounding box is within the drawing region.
|
||||
currentList->bboxResult = transformDraw_.TestBoundingBox(control_points, data, gstate.vertType);
|
||||
} else {
|
||||
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", data);
|
||||
// Data seems invalid. Let's assume the box test passed.
|
||||
currentList->bboxResult = true;
|
||||
}
|
||||
}
|
||||
|
||||
void DIRECTX9_GPU::Execute_Region(u32 op, u32 diff) {
|
||||
gstate_c.framebufChanged = true;
|
||||
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
||||
|
@ -1285,28 +1311,7 @@ void DIRECTX9_GPU::Execute_Generic(u32 op, u32 diff) {
|
|||
break;
|
||||
|
||||
case GE_CMD_BOUNDINGBOX:
|
||||
// Just resetting, nothing to bound.
|
||||
if (data == 0) {
|
||||
// TODO: Should this set the bboxResult? Let's set it true for now.
|
||||
currentList->bboxResult = true;
|
||||
break;
|
||||
}
|
||||
if ((data % 8 == 0) && data < 64) { // Sanity check
|
||||
void *control_points = Memory::GetPointer(gstate_c.vertexAddr);
|
||||
if (gstate.vertType & GE_VTYPE_IDX_MASK) {
|
||||
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Indexed bounding box data not supported.");
|
||||
// Data seems invalid. Let's assume the box test passed.
|
||||
currentList->bboxResult = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Test if the bounding box is within the drawing region.
|
||||
currentList->bboxResult = transformDraw_.TestBoundingBox(control_points, data, gstate.vertType);
|
||||
} else {
|
||||
ERROR_LOG_REPORT_ONCE(boundingbox, G3D, "Bad bounding box data: %06x", data);
|
||||
// Data seems invalid. Let's assume the box test passed.
|
||||
currentList->bboxResult = true;
|
||||
}
|
||||
Execute_BoundingBox(op, diff);
|
||||
break;
|
||||
|
||||
case GE_CMD_REGION1:
|
||||
|
|
|
@ -90,6 +90,7 @@ public:
|
|||
void Execute_Prim(u32 op, u32 diff);
|
||||
void Execute_Bezier(u32 op, u32 diff);
|
||||
void Execute_Spline(u32 op, u32 diff);
|
||||
void Execute_BoundingBox(u32 op, u32 diff);
|
||||
void Execute_VertexType(u32 op, u32 diff);
|
||||
void Execute_VertexTypeSkinning(u32 op, u32 diff);
|
||||
void Execute_Region(u32 op, u32 diff);
|
||||
|
|
|
@ -81,6 +81,8 @@ enum {
|
|||
|
||||
#define VERTEXCACHE_DECIMATION_INTERVAL 17
|
||||
|
||||
enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
|
||||
|
||||
// Check for max first as clamping to max is more common than min when lighting.
|
||||
inline float clamp(float in, float min, float max) {
|
||||
return in > max ? max : (in < min ? min : in);
|
||||
|
@ -275,13 +277,12 @@ VertexDecoder *TransformDrawEngineDX9::GetVertexDecoder(u32 vtype) {
|
|||
auto iter = decoderMap_.find(vtype);
|
||||
if (iter != decoderMap_.end())
|
||||
return iter->second;
|
||||
VertexDecoder*dec = new VertexDecoder();
|
||||
VertexDecoder *dec = new VertexDecoder();
|
||||
dec->SetVertexType(vtype, decOptions_, decJitCache_);
|
||||
decoderMap_[vtype] = dec;
|
||||
return dec;
|
||||
}
|
||||
|
||||
|
||||
void TransformDrawEngineDX9::SetupVertexDecoder(u32 vertType) {
|
||||
SetupVertexDecoderInternal(vertType);
|
||||
}
|
||||
|
@ -396,6 +397,27 @@ void TransformDrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType
|
|||
}
|
||||
}
|
||||
|
||||
void TransformDrawEngineDX9::DecodeVerts() {
|
||||
if (uvScale) {
|
||||
const UVScale origUV = gstate_c.uv;
|
||||
for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
|
||||
gstate_c.uv = uvScale[decodeCounter_];
|
||||
DecodeVertsStep();
|
||||
}
|
||||
gstate_c.uv = origUV;
|
||||
} else {
|
||||
for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
|
||||
DecodeVertsStep();
|
||||
}
|
||||
}
|
||||
// Sanity check
|
||||
if (indexGen.Prim() < 0) {
|
||||
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
|
||||
// Force to points (0)
|
||||
indexGen.AddPrim(GE_PRIM_POINTS, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void TransformDrawEngineDX9::DecodeVertsStep() {
|
||||
const int i = decodeCounter_;
|
||||
|
||||
|
@ -470,31 +492,66 @@ void TransformDrawEngineDX9::DecodeVertsStep() {
|
|||
}
|
||||
}
|
||||
|
||||
inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) {
|
||||
// Switch to u32 units.
|
||||
const u32 *p = (const u32 *)ptr;
|
||||
sz >>= 2;
|
||||
|
||||
void TransformDrawEngineDX9::DecodeVerts() {
|
||||
if (uvScale) {
|
||||
const UVScale origUV = gstate_c.uv;
|
||||
for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
|
||||
gstate_c.uv = uvScale[decodeCounter_];
|
||||
DecodeVertsStep();
|
||||
if (sz > 100) {
|
||||
size_t step = sz / 4;
|
||||
u32 hash = 0;
|
||||
for (size_t i = 0; i < sz; i += step) {
|
||||
hash += DoReliableHash(p + i, 100, 0x3A44B9C4);
|
||||
}
|
||||
gstate_c.uv = origUV;
|
||||
return hash;
|
||||
} else {
|
||||
for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
|
||||
DecodeVertsStep();
|
||||
return p[0] + p[sz - 1];
|
||||
}
|
||||
}
|
||||
|
||||
u32 TransformDrawEngineDX9::ComputeMiniHash() {
|
||||
u32 fullhash = 0;
|
||||
const int vertexSize = dec_->GetDecVtxFmt().stride;
|
||||
const int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
||||
|
||||
int step;
|
||||
if (numDrawCalls < 3) {
|
||||
step = 1;
|
||||
} else if (numDrawCalls < 8) {
|
||||
step = 4;
|
||||
} else {
|
||||
step = numDrawCalls / 8;
|
||||
}
|
||||
for (int i = 0; i < numDrawCalls; i += step) {
|
||||
const DeferredDrawCall &dc = drawCalls[i];
|
||||
if (!dc.inds) {
|
||||
fullhash += ComputeMiniHashRange(dc.verts, vertexSize * dc.vertexCount);
|
||||
} else {
|
||||
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
|
||||
fullhash += ComputeMiniHashRange((const u8 *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound));
|
||||
fullhash += ComputeMiniHashRange(dc.inds, indexSize * dc.vertexCount);
|
||||
}
|
||||
}
|
||||
// Sanity check
|
||||
if (indexGen.Prim() < 0) {
|
||||
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
|
||||
// Force to points (0)
|
||||
indexGen.AddPrim(GE_PRIM_POINTS, 0);
|
||||
|
||||
return fullhash;
|
||||
}
|
||||
|
||||
void TransformDrawEngineDX9::MarkUnreliable(VertexArrayInfoDX9 *vai) {
|
||||
vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
|
||||
if (vai->vbo) {
|
||||
vai->vbo->Release();
|
||||
vai->vbo = nullptr;
|
||||
}
|
||||
if (vai->ebo) {
|
||||
vai->ebo->Release();
|
||||
vai->ebo = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
u32 TransformDrawEngineDX9::ComputeHash() {
|
||||
u32 fullhash = 0;
|
||||
int vertexSize = dec_->GetDecVtxFmt().stride;
|
||||
const int vertexSize = dec_->GetDecVtxFmt().stride;
|
||||
const int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
||||
|
||||
// TODO: Add some caps both for numDrawCalls and num verts to check?
|
||||
// It is really very expensive to check all the vertex data so often.
|
||||
|
@ -518,7 +575,6 @@ u32 TransformDrawEngineDX9::ComputeHash() {
|
|||
// we do when drawing.
|
||||
fullhash += DoReliableHash((const char *)dc.verts + vertexSize * indexLowerBound,
|
||||
vertexSize * (indexUpperBound - indexLowerBound), 0x029F3EE1);
|
||||
int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
|
||||
// Hm, we will miss some indices when combining above, but meh, it should be fine.
|
||||
fullhash += DoReliableHash((const char *)dc.inds, indexSize * dc.vertexCount, 0x955FD1CA);
|
||||
i = lastMatch;
|
||||
|
@ -531,24 +587,6 @@ u32 TransformDrawEngineDX9::ComputeHash() {
|
|||
return fullhash;
|
||||
}
|
||||
|
||||
u32 TransformDrawEngineDX9::ComputeFastDCID() {
|
||||
u32 hash = 0;
|
||||
for (int i = 0; i < numDrawCalls; i++) {
|
||||
hash ^= (u32)(uintptr_t)drawCalls[i].verts;
|
||||
hash = __rotl(hash, 13);
|
||||
hash ^= (u32)(uintptr_t)drawCalls[i].inds;
|
||||
hash = __rotl(hash, 13);
|
||||
hash ^= (u32)drawCalls[i].vertType;
|
||||
hash = __rotl(hash, 13);
|
||||
hash ^= (u32)drawCalls[i].vertexCount;
|
||||
hash = __rotl(hash, 13);
|
||||
hash ^= (u32)drawCalls[i].prim;
|
||||
}
|
||||
return hash;
|
||||
}
|
||||
|
||||
enum { VAI_KILL_AGE = 120 };
|
||||
|
||||
void TransformDrawEngineDX9::ClearTrackedVertexArrays() {
|
||||
for (auto vai = vai_.begin(); vai != vai_.end(); vai++) {
|
||||
delete vai->second;
|
||||
|
@ -563,14 +601,23 @@ void TransformDrawEngineDX9::DecimateTrackedVertexArrays() {
|
|||
return;
|
||||
}
|
||||
|
||||
int threshold = gpuStats.numFlips - VAI_KILL_AGE;
|
||||
const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
|
||||
const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
|
||||
int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
|
||||
for (auto iter = vai_.begin(); iter != vai_.end(); ) {
|
||||
if (iter->second->lastFrame < threshold) {
|
||||
bool kill;
|
||||
if (iter->second->status == VertexArrayInfoDX9::VAI_UNRELIABLE) {
|
||||
// We limit killing unreliable so we don't rehash too often.
|
||||
kill = iter->second->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
|
||||
} else {
|
||||
kill = iter->second->lastFrame < threshold;
|
||||
}
|
||||
if (kill) {
|
||||
delete iter->second;
|
||||
vai_.erase(iter++);
|
||||
}
|
||||
else
|
||||
} else {
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
|
||||
// Enable if you want to see vertex decoders in the log output. Need a better way.
|
||||
|
@ -596,7 +643,6 @@ VertexArrayInfoDX9::~VertexArrayInfoDX9() {
|
|||
|
||||
void TransformDrawEngineDX9::DoFlush() {
|
||||
gpuStats.numFlushes++;
|
||||
|
||||
gpuStats.numTrackedVertexArrays = (int)vai_.size();
|
||||
|
||||
// This is not done on every drawcall, we should collect vertex data
|
||||
|
@ -622,7 +668,7 @@ void TransformDrawEngineDX9::DoFlush() {
|
|||
useCache = false;
|
||||
|
||||
if (useCache) {
|
||||
u32 id = ComputeFastDCID();
|
||||
u32 id = dcid_;
|
||||
auto iter = vai_.find(id);
|
||||
VertexArrayInfoDX9 *vai;
|
||||
if (iter != vai_.end()) {
|
||||
|
@ -639,6 +685,7 @@ void TransformDrawEngineDX9::DoFlush() {
|
|||
// Haven't seen this one before.
|
||||
u32 dataHash = ComputeHash();
|
||||
vai->hash = dataHash;
|
||||
vai->minihash = ComputeMiniHash();
|
||||
vai->status = VertexArrayInfoDX9::VAI_HASHING;
|
||||
vai->drawsUntilNextFullHash = 0;
|
||||
DecodeVerts(); // writes to indexGen
|
||||
|
@ -659,21 +706,18 @@ void TransformDrawEngineDX9::DoFlush() {
|
|||
vai->numFrames++;
|
||||
}
|
||||
if (vai->drawsUntilNextFullHash == 0) {
|
||||
u32 newHash = ComputeHash();
|
||||
if (newHash != vai->hash) {
|
||||
vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
|
||||
if (vai->vbo) {
|
||||
vai->vbo->Release();
|
||||
vai->vbo = NULL;
|
||||
}
|
||||
if (vai->ebo) {
|
||||
vai->ebo->Release();
|
||||
vai->ebo = NULL;
|
||||
}
|
||||
// Let's try to skip a full hash if mini would fail.
|
||||
const u32 newMiniHash = ComputeMiniHash();
|
||||
u32 newHash = vai->hash;
|
||||
if (newMiniHash == vai->minihash) {
|
||||
newHash = ComputeHash();
|
||||
}
|
||||
if (newMiniHash != vai->minihash || newHash != vai->hash) {
|
||||
MarkUnreliable(vai);
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
if (vai->numVerts > 100) {
|
||||
if (vai->numVerts > 64) {
|
||||
// exponential backoff up to 16 draws, then every 24
|
||||
vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
|
||||
} else {
|
||||
|
@ -686,7 +730,12 @@ void TransformDrawEngineDX9::DoFlush() {
|
|||
//}
|
||||
} else {
|
||||
vai->drawsUntilNextFullHash--;
|
||||
// TODO: "mini-hashing" the first 32 bytes of the vertex/index data or something.
|
||||
u32 newMiniHash = ComputeMiniHash();
|
||||
if (newMiniHash != vai->minihash) {
|
||||
MarkUnreliable(vai);
|
||||
DecodeVerts();
|
||||
goto rotateVBO;
|
||||
}
|
||||
}
|
||||
|
||||
if (vai->vbo == 0) {
|
||||
|
@ -694,6 +743,7 @@ void TransformDrawEngineDX9::DoFlush() {
|
|||
vai->numVerts = indexGen.VertexCount();
|
||||
vai->prim = indexGen.Prim();
|
||||
vai->maxIndex = indexGen.MaxIndex();
|
||||
vai->flags = gstate_c.vertexFullAlpha ? VAI_FLAG_VERTEXFULLALPHA : 0;
|
||||
useElements = !indexGen.SeenOnlyPurePrims();
|
||||
if (!useElements && indexGen.PureCount()) {
|
||||
vai->numVerts = indexGen.PureCount();
|
||||
|
@ -702,8 +752,8 @@ void TransformDrawEngineDX9::DoFlush() {
|
|||
if (1) {
|
||||
void * pVb;
|
||||
u32 size = dec_->GetDecVtxFmt().stride * indexGen.MaxIndex();
|
||||
pD3Ddevice->CreateVertexBuffer(size, NULL, NULL, D3DPOOL_DEFAULT, &vai->vbo, NULL);
|
||||
vai->vbo->Lock(0, size, &pVb, D3DLOCK_NOOVERWRITE );
|
||||
pD3Ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &vai->vbo, NULL);
|
||||
vai->vbo->Lock(0, size, &pVb, 0);
|
||||
memcpy(pVb, decoded, size);
|
||||
vai->vbo->Unlock();
|
||||
}
|
||||
|
@ -711,8 +761,8 @@ void TransformDrawEngineDX9::DoFlush() {
|
|||
if (useElements) {
|
||||
void * pIb;
|
||||
u32 size = sizeof(short) * indexGen.VertexCount();
|
||||
pD3Ddevice->CreateIndexBuffer(size, NULL, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
|
||||
vai->ebo->Lock(0, size, &pIb, D3DLOCK_NOOVERWRITE );
|
||||
pD3Ddevice->CreateIndexBuffer(size, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &vai->ebo, NULL);
|
||||
vai->ebo->Lock(0, size, &pIb, 0);
|
||||
memcpy(pIb, decIndex, size);
|
||||
vai->ebo->Unlock();
|
||||
} else {
|
||||
|
@ -802,7 +852,7 @@ rotateVBO:
|
|||
if (useElements) {
|
||||
pD3Ddevice->SetIndices(ib_);
|
||||
|
||||
pD3Ddevice->DrawIndexedPrimitive(glprim[prim], 0, 0, 0, 0, D3DPrimCount(glprim[prim], vertexCount));
|
||||
pD3Ddevice->DrawIndexedPrimitive(glprim[prim], 0, 0, vertexCount, 0, D3DPrimCount(glprim[prim], vertexCount));
|
||||
} else {
|
||||
pD3Ddevice->DrawPrimitive(glprim[prim], 0, D3DPrimCount(glprim[prim], vertexCount));
|
||||
}
|
||||
|
@ -895,54 +945,16 @@ void TransformDrawEngineDX9::Resized() {
|
|||
}
|
||||
decoderMap_.clear();
|
||||
|
||||
// ...
|
||||
if (g_Config.bPrescaleUV && !uvScale) {
|
||||
uvScale = new UVScale[MAX_DEFERRED_DRAW_CALLS];
|
||||
} else if (!g_Config.bPrescaleUV && uvScale) {
|
||||
delete uvScale;
|
||||
uvScale = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool TransformDrawEngineDX9::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
|
||||
// Simplify away bones and morph before proceeding
|
||||
|
||||
/*
|
||||
SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
|
||||
u8 *temp_buffer = decoded + 65536 * 24;
|
||||
|
||||
u32 origVertType = vertType;
|
||||
vertType = NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
|
||||
|
||||
for (int cube = 0; cube < vertexCount / 8; cube++) {
|
||||
// For each cube...
|
||||
|
||||
for (int i = 0; i < 8; i++) {
|
||||
const SimpleVertex &vert = corners[cube * 8 + i];
|
||||
|
||||
// To world space...
|
||||
float worldPos[3];
|
||||
Vec3ByMatrix43(worldPos, (float *)&vert.pos.x, gstate.worldMatrix);
|
||||
|
||||
// To view space...
|
||||
float viewPos[3];
|
||||
Vec3ByMatrix43(viewPos, worldPos, gstate.viewMatrix);
|
||||
|
||||
// And finally to screen space.
|
||||
float frustumPos[4];
|
||||
Vec3ByMatrix44(frustumPos, viewPos, gstate.projMatrix);
|
||||
|
||||
// Project to 2D
|
||||
float x = frustumPos[0] / frustumPos[3];
|
||||
float y = frustumPos[1] / frustumPos[3];
|
||||
|
||||
// Rescale 2d position
|
||||
// ...
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
// Let's think. A better approach might be to take the edges of the drawing region and the projection
|
||||
// matrix to build a frustum pyramid, and then clip the cube against those planes. If all vertices fail the same test,
|
||||
// the cube is out. Otherwise it's in.
|
||||
// TODO....
|
||||
|
||||
return true;
|
||||
bool TransformDrawEngineDX9::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
||||
return decJitCache_->IsInSpace(ptr);
|
||||
}
|
||||
|
||||
// TODO: Probably move this to common code (with normalization?)
|
||||
|
@ -972,10 +984,6 @@ static Vec3f ScreenToDrawing(const Vec3f& coords) {
|
|||
return ret;
|
||||
}
|
||||
|
||||
bool TransformDrawEngineDX9::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
||||
return decJitCache_->IsInSpace(ptr);
|
||||
}
|
||||
|
||||
// TODO: This probably is not the best interface.
|
||||
bool TransformDrawEngineDX9::GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) {
|
||||
// This is always for the current vertices.
|
||||
|
|
|
@ -82,6 +82,7 @@ public:
|
|||
};
|
||||
|
||||
u32 hash;
|
||||
u32 minihash;
|
||||
|
||||
Status status;
|
||||
|
||||
|
@ -111,7 +112,6 @@ public:
|
|||
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead);
|
||||
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType);
|
||||
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType);
|
||||
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
|
||||
|
||||
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
|
||||
|
||||
|
@ -147,6 +147,10 @@ public:
|
|||
DoFlush();
|
||||
}
|
||||
|
||||
protected:
|
||||
// Preprocessing for spline/bezier
|
||||
virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) override;
|
||||
|
||||
private:
|
||||
void DecodeVerts();
|
||||
void DecodeVertsStep();
|
||||
|
@ -160,11 +164,10 @@ private:
|
|||
|
||||
// Preprocessing for spline/bezier
|
||||
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
|
||||
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
|
||||
|
||||
// drawcall ID
|
||||
u32 ComputeFastDCID();
|
||||
u32 ComputeMiniHash();
|
||||
u32 ComputeHash(); // Reads deferred vertex data.
|
||||
void MarkUnreliable(VertexArrayInfoDX9 *vai);
|
||||
|
||||
VertexDecoder *GetVertexDecoder(u32 vtype);
|
||||
|
||||
|
|
|
@ -547,8 +547,8 @@ void TransformDrawEngine::DecimateTrackedVertexArrays() {
|
|||
return;
|
||||
}
|
||||
|
||||
int threshold = gpuStats.numFlips - VAI_KILL_AGE;
|
||||
int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
|
||||
const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
|
||||
const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
|
||||
int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
|
||||
for (auto iter = vai_.begin(); iter != vai_.end(); ) {
|
||||
bool kill;
|
||||
|
@ -935,92 +935,6 @@ void TransformDrawEngine::Resized() {
|
|||
}
|
||||
}
|
||||
|
||||
struct Plane {
|
||||
float x, y, z, w;
|
||||
void Set(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
|
||||
float Test(float f[3]) const { return x * f[0] + y * f[1] + z * f[2] + w; }
|
||||
};
|
||||
|
||||
static void PlanesFromMatrix(float mtx[16], Plane planes[6]) {
|
||||
planes[0].Set(mtx[3]-mtx[0], mtx[7]-mtx[4], mtx[11]-mtx[8], mtx[15]-mtx[12]); // Right
|
||||
planes[1].Set(mtx[3]+mtx[0], mtx[7]+mtx[4], mtx[11]+mtx[8], mtx[15]+mtx[12]); // Left
|
||||
planes[2].Set(mtx[3]+mtx[1], mtx[7]+mtx[5], mtx[11]+mtx[9], mtx[15]+mtx[13]); // Bottom
|
||||
planes[3].Set(mtx[3]-mtx[1], mtx[7]-mtx[5], mtx[11]-mtx[9], mtx[15]-mtx[13]); // Top
|
||||
planes[4].Set(mtx[3]+mtx[2], mtx[7]+mtx[6], mtx[11]+mtx[10], mtx[15]+mtx[14]); // Near
|
||||
planes[5].Set(mtx[3]-mtx[2], mtx[7]-mtx[6], mtx[11]-mtx[10], mtx[15]-mtx[14]); // Far
|
||||
}
|
||||
|
||||
// This code is HIGHLY unoptimized!
|
||||
//
|
||||
// It does the simplest and safest test possible: If all points of a bbox is outside a single of
|
||||
// our clipping planes, we reject the box. Tighter bounds would be desirable but would take more calculations.
|
||||
bool TransformDrawEngine::TestBoundingBox(void* control_points, int vertexCount, u32 vertType) {
|
||||
SimpleVertex *corners = (SimpleVertex *)(decoded + 65536 * 12);
|
||||
float *verts = (float *)(decoded + 65536 * 18);
|
||||
|
||||
// Try to skip NormalizeVertices if it's pure positions. No need to bother with a vertex decoder
|
||||
// and a large vertex format.
|
||||
if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_FLOAT) {
|
||||
// memcpy(verts, control_points, 12 * vertexCount);
|
||||
verts = (float *)control_points;
|
||||
} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_8BIT) {
|
||||
const s8 *vtx = (const s8 *)control_points;
|
||||
for (int i = 0; i < vertexCount * 3; i++) {
|
||||
verts[i] = vtx[i] * (1.0f / 128.0f);
|
||||
}
|
||||
} else if ((vertType & 0xFFFFFF) == GE_VTYPE_POS_16BIT) {
|
||||
const s16 *vtx = (const s16*)control_points;
|
||||
for (int i = 0; i < vertexCount * 3; i++) {
|
||||
verts[i] = vtx[i] * (1.0f / 32768.0f);
|
||||
}
|
||||
} else {
|
||||
// Simplify away bones and morph before proceeding
|
||||
u8 *temp_buffer = decoded + 65536 * 24;
|
||||
NormalizeVertices((u8 *)corners, temp_buffer, (u8 *)control_points, 0, vertexCount, vertType);
|
||||
// Special case for float positions only.
|
||||
const float *ctrl = (const float *)control_points;
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
verts[i * 3] = corners[i].pos.x;
|
||||
verts[i * 3 + 1] = corners[i].pos.y;
|
||||
verts[i * 3 + 2] = corners[i].pos.z;
|
||||
}
|
||||
}
|
||||
|
||||
Plane planes[6];
|
||||
|
||||
float world[16];
|
||||
float view[16];
|
||||
float worldview[16];
|
||||
float worldviewproj[16];
|
||||
ConvertMatrix4x3To4x4(world, gstate.worldMatrix);
|
||||
ConvertMatrix4x3To4x4(view, gstate.viewMatrix);
|
||||
Matrix4ByMatrix4(worldview, world, view);
|
||||
Matrix4ByMatrix4(worldviewproj, worldview, gstate.projMatrix);
|
||||
PlanesFromMatrix(worldviewproj, planes);
|
||||
for (int plane = 0; plane < 6; plane++) {
|
||||
int inside = 0;
|
||||
int out = 0;
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
// Here we can test against the frustum planes!
|
||||
float value = planes[plane].Test(verts + i * 3);
|
||||
if (value < 0)
|
||||
out++;
|
||||
else
|
||||
inside++;
|
||||
}
|
||||
|
||||
if (inside == 0) {
|
||||
// All out
|
||||
return false;
|
||||
}
|
||||
|
||||
// Any out. For testing that the planes are in the right locations.
|
||||
// if (out != 0) return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TransformDrawEngine::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
||||
return decJitCache_->IsInSpace(ptr);
|
||||
}
|
||||
|
|
|
@ -108,7 +108,6 @@ public:
|
|||
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead);
|
||||
void SubmitSpline(void* control_points, void* indices, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, u32 vertType);
|
||||
void SubmitBezier(void* control_points, void* indices, int count_u, int count_v, GEPatchPrimType prim_type, u32 vertType);
|
||||
bool TestBoundingBox(void* control_points, int vertexCount, u32 vertType);
|
||||
|
||||
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
|
||||
|
||||
|
@ -177,6 +176,10 @@ public:
|
|||
// Really just for convenience to share with softgpu.
|
||||
static u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
|
||||
|
||||
protected:
|
||||
// Preprocessing for spline/bezier
|
||||
virtual u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType) override;
|
||||
|
||||
private:
|
||||
void DecodeVerts();
|
||||
void DecodeVertsStep();
|
||||
|
@ -190,9 +193,6 @@ private:
|
|||
GLuint AllocateBuffer();
|
||||
void FreeBuffer(GLuint buf);
|
||||
|
||||
// Preprocessing for spline/bezier
|
||||
u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
|
||||
|
||||
u32 ComputeMiniHash();
|
||||
u32 ComputeHash(); // Reads deferred vertex data.
|
||||
void MarkUnreliable(VertexArrayInfo *vai);
|
||||
|
@ -222,10 +222,6 @@ private:
|
|||
VertexDecoder *dec_;
|
||||
VertexDecoderJitCache *decJitCache_;
|
||||
u32 lastVType_;
|
||||
|
||||
// Vertex collector buffers
|
||||
u8 *decoded;
|
||||
u16 *decIndex;
|
||||
|
||||
TransformedVertex *transformed;
|
||||
TransformedVertex *transformedExpanded;
|
||||
|
|
Loading…
Add table
Reference in a new issue