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# Conflicts: # GPU/Directx9/VertexShaderGeneratorDX9.cpp # GPU/GLES/VertexShaderGeneratorGLES.cpp # GPU/Vulkan/VertexShaderGeneratorVulkan.cpp
232 lines
6.6 KiB
C++
232 lines
6.6 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <unordered_map>
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#include "Common/CommonTypes.h"
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#include "Common/Swap.h"
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#include "GPU/Math3D.h"
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#include "GPU/ge_constants.h"
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#include "Core/Config.h"
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#define HALF_CEIL(x) (x + 1) / 2 // Integer ceil = (int)ceil((float)x / 2.0f)
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// PSP compatible format so we can use the end of the pipeline in beziers etc
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struct SimpleVertex {
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float uv[2];
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union {
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u8 color[4];
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u32_le color_32;
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};
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Vec3Packedf nrm;
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Vec3Packedf pos;
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};
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void BuildIndex(u16 *indices, int &count, int num_u, int num_v, GEPatchPrimType prim_type, int total = 0);
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enum SplineQuality {
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LOW_QUALITY = 0,
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MEDIUM_QUALITY = 1,
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HIGH_QUALITY = 2,
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};
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// We decode all vertices into a common format for easy interpolation and stuff.
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// Not fast but can be optimized later.
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struct BezierPatch {
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int tess_u;
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int tess_v;
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int count_u;
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int count_v;
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int type_u;
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int type_v;
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int num_patches_u;
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int num_patches_v;
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GEPatchPrimType primType;
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bool patchFacing;
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void Init(int maxVertices) {
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switch (g_Config.iSplineBezierQuality) {
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case LOW_QUALITY:
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tess_u = 2;
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tess_v = 2;
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break;
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case MEDIUM_QUALITY:
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// Don't cut below 2, though.
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if (tess_u > 2) tess_u = HALF_CEIL(tess_u);
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if (tess_v > 2) tess_v = HALF_CEIL(tess_v);
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// Pass through
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case HIGH_QUALITY:
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// Downsample until it fits, in case crazy tessellation factors are sent.
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while ((tess_u + 1) * (tess_v + 1) * num_patches_u * num_patches_v > maxVertices) {
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tess_u--;
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tess_v--;
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}
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break;
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}
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}
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int GetTessStart(int patch) const { return 0; }
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int GetPointIndex(int patch_u, int patch_v) const { return patch_v * 3 * count_u + patch_u * 3;}
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int GetIndexU(int patch_u, int tile_u) const { return tile_u; }
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int GetIndexV(int patch_v, int tile_v) const { return tile_v; }
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int GetPatchIndex(int patch_u, int patch_v) const { return patch_v * num_patches_u + patch_u;}
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int GetIndex(int index_u, int index_v, int patch_u, int patch_v) const {
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return index_v * (tess_u + 1) + index_u + (tess_u + 1) * (tess_v + 1) * GetPatchIndex(patch_u, patch_v);
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}
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void BuildIndex(u16 *indices, int &count) const {
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for (int patch_u = 0; patch_u < num_patches_u; ++patch_u) {
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for (int patch_v = 0; patch_v < num_patches_v; ++patch_v) {
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int patch_index = patch_v * num_patches_u + patch_u;
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int total = patch_index * (tess_u + 1) * (tess_v + 1);
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::BuildIndex(indices + count, count, tess_u, tess_v, primType, total);
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}
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}
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}
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};
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struct SplinePatchLocal {
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int tess_u;
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int tess_v;
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int count_u;
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int count_v;
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int type_u;
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int type_v;
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int num_patches_u;
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int num_patches_v;
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int num_divisions_u;
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int num_divisions_v;
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bool patchFacing;
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GEPatchPrimType primType;
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void Init(int maxVertices) {
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switch (g_Config.iSplineBezierQuality) {
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case LOW_QUALITY:
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tess_u = 2;
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tess_v = 2;
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break;
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case MEDIUM_QUALITY:
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// Don't cut below 2, though.
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if (tess_u > 2) tess_u = HALF_CEIL(tess_u);
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if (tess_v > 2) tess_v = HALF_CEIL(tess_v);
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// Pass through
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case HIGH_QUALITY:
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// Downsample until it fits, in case crazy tessellation factors are sent.
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while ((num_patches_u * tess_u + 1) * (num_patches_v * tess_v + 1) > maxVertices) {
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tess_u--;
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tess_v--;
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}
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break;
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}
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num_divisions_u = num_patches_u * tess_u;
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num_divisions_v = num_patches_v * tess_v;
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}
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int GetTessStart(int patch) const { return (patch == 0) ? 0 : 1; }
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int GetPointIndex(int patch_u, int patch_v) const { return patch_v * count_u + patch_u;}
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int GetIndexU(int patch_u, int tile_u) const { return patch_u * tess_u + tile_u; }
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int GetIndexV(int patch_v, int tile_v) const { return patch_v * tess_v + tile_v; }
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int GetIndex(int index_u, int index_v, int patch_u, int patch_v) const {
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return index_v * (num_divisions_u + 1) + index_u;
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}
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void BuildIndex(u16 *indices, int &count) const {
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::BuildIndex(indices, count, num_divisions_u, num_divisions_v, primType);
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}
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};
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struct Weight {
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float basis[4], deriv[4];
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};
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template<class T>
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class WeightCache : public T {
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private:
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std::unordered_map<u32, Weight*> weightsCache;
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public:
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Weight* operator [] (u32 key) {
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Weight *&weights = weightsCache[key];
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if (!weights)
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weights = CalcWeightsAll(key);
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return weights;
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}
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void Clear() {
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for (auto it : weightsCache)
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delete[] it.second;
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weightsCache.clear();
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}
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};
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struct Weight2D {
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const Weight *u, *v;
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int size_u, size_v;
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template<class T>
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Weight2D(WeightCache<T> &cache, u32 key_u, u32 key_v) {
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u = cache[key_u];
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v = (key_u != key_v) ? cache[key_v] : u; // Use same weights if u == v
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}
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};
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bool CanUseHardwareTessellation(GEPatchPrimType prim);
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void TessellateSplinePatch(u8 *&dest, u16 *indices, int &count, SplinePatchLocal &spatch, u32 origVertType, int maxVertices);
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void TessellateBezierPatch(u8 *&dest, u16 *&indices, int &count, int tess_u, int tess_v, const BezierPatch &patch, u32 origVertType, int maxVertices);
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#define TEMPLATE_PARAMETER_DISPATCHER(NAME, FUNCNAME) \
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template<typename Func, int NumParams> \
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class TemplateParameterDispatcher##NAME { \
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/* Store all combinations of template functions into an array */ \
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template<int LoopCount, int Index = 0, bool ...Params> \
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struct Initializer { \
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Initializer(Func funcs[]) { \
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Initializer<LoopCount - 1, (Index << 1) + 1, true, Params...> _true(funcs); \
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Initializer<LoopCount - 1, (Index << 1) + 0, false, Params...> _false(funcs); \
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} \
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}; \
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/* Specialized for terminates the recursive loop */ \
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template<int Index, bool ...Params> \
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struct Initializer<0, Index, Params...> { \
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Initializer(Func funcs[]) { \
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funcs[Index] = &FUNCNAME<Params...>; \
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} \
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}; \
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\
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private: \
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Func funcs[1 << NumParams]; /* Function pointers array */ \
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public: \
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TemplateParameterDispatcher##NAME() { \
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Initializer<NumParams>::Initializer(funcs); \
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} \
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\
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Func GetFunc(const bool params[]) const { \
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/* Convert bool parameters to index of the array */ \
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int param = 0; \
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for (int i = 0; i < NumParams; ++i) \
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param |= params[i] << i; \
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\
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return funcs[param]; \
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} \
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};
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