// 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 #include "Common/CommonTypes.h" #include "Common/Math/lin/matrix4x4.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/TransformCommon.h" class FramebufferManagerCommon; class TextureCacheCommon; enum SoftwareTransformAction { SW_NOT_READY, SW_DRAW_INDEXED, SW_CLEAR, }; struct SoftwareTransformResult { SoftwareTransformAction action; u32 color; float depth; bool setStencil; u8 stencilValue; bool setSafeSize; u32 safeWidth; u32 safeHeight; TransformedVertex *drawBuffer; int drawNumTrans; bool pixelMapped; }; struct SoftwareTransformParams { u8 *decoded; TransformedVertex *transformed; TransformedVertex *transformedExpanded; FramebufferManagerCommon *fbman; TextureCacheCommon *texCache; bool allowClear; bool allowSeparateAlphaClear; bool flippedY; bool usesHalfZ; }; // Converts an index buffer to make the provoking vertex the last. // In-place. So, better not be doing this on GPU memory! // TODO: We could do this already during index decode. void IndexBufferProvokingLastToFirst(int prim, u16 *inds, int indsSize); class SoftwareTransform { public: SoftwareTransform(SoftwareTransformParams ¶ms) : params_(params) {} void SetProjMatrix(const float mtx[14], bool invertedX, bool invertedY, const Lin::Vec3 &trans, const Lin::Vec3 &scale); void Transform(int prim, u32 vertexType, const DecVtxFormat &decVtxFormat, int numDecodedVerts, SoftwareTransformResult *result); // NOTE: The viewport must be up to date! // indsSize is in indices, not bytes. void BuildDrawingParams(int prim, int vertexCount, u32 vertType, u16 *&inds, int indsSize, int &numDecodedVerts, int vertsSize, SoftwareTransformResult *result); protected: void CalcCullParams(float &minZValue, float &maxZValue) const; bool ExpandRectangles(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode, bool *pixelMappedExactly) const; static bool ExpandLines(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) ; static bool ExpandPoints(int vertexCount, int &numDecodedVerts, int vertsSize, u16 *&inds, int indsSize, const TransformedVertex *transformed, TransformedVertex *transformedExpanded, int &numTrans, bool throughmode) ; const SoftwareTransformParams ¶ms_; Lin::Matrix4x4 projMatrix_; }; // Slow. See description in the cpp file. u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, VertexDecoder *dec, u32 vertType); bool GetCurrentDrawAsDebugVertices(DrawEngineCommon *drawEngine, int count, std::vector &vertices, std::vector &indices);