// Copyright (c) 2012- 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 #include "Common/Log.h" #include "Common/MemoryUtil.h" #include "Common/TimeUtil.h" #include "Core/MemMap.h" #include "Core/System.h" #include "Core/Config.h" #include "Core/CoreTiming.h" #include "Common/GPU/D3D9/D3D9StateCache.h" #include "GPU/Math3D.h" #include "GPU/GPUState.h" #include "GPU/ge_constants.h" #include "GPU/Common/SplineCommon.h" #include "GPU/Common/TransformCommon.h" #include "GPU/Common/VertexDecoderCommon.h" #include "GPU/Common/SoftwareTransformCommon.h" #include "GPU/Debugger/Debugger.h" #include "GPU/Directx9/TextureCacheDX9.h" #include "GPU/Directx9/DrawEngineDX9.h" #include "GPU/Directx9/ShaderManagerDX9.h" #include "GPU/Directx9/GPU_DX9.h" static const D3DPRIMITIVETYPE d3d_prim[8] = { // Points, which are expanded to triangles. D3DPT_TRIANGLELIST, // Lines and line strips, which are also expanded to triangles. D3DPT_TRIANGLELIST, D3DPT_TRIANGLELIST, D3DPT_TRIANGLELIST, D3DPT_TRIANGLESTRIP, D3DPT_TRIANGLEFAN, // Rectangles, which are expanded to triangles. D3DPT_TRIANGLELIST, }; static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = { {0, 0}, // invalid {1, 0}, // 1 = D3DPT_POINTLIST, {2, 0}, // 2 = D3DPT_LINELIST, {2, 1}, // 3 = D3DPT_LINESTRIP, {3, 0}, // 4 = D3DPT_TRIANGLELIST, {1, 2}, // 5 = D3DPT_TRIANGLESTRIP, {1, 2}, // 6 = D3DPT_TRIANGLEFAN, }; inline int D3DPrimCount(D3DPRIMITIVETYPE prim, int size) { return (size / D3DPRIMITIVEVERTEXCOUNT[prim][0]) - D3DPRIMITIVEVERTEXCOUNT[prim][1]; } enum { TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex) }; static const D3DVERTEXELEMENT9 TransformedVertexElements[] = { { 0, offsetof(TransformedVertex, pos), D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, offsetof(TransformedVertex, uv), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, offsetof(TransformedVertex, color0), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, { 0, offsetof(TransformedVertex, color1), D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 }, { 0, offsetof(TransformedVertex, fog), D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, D3DDECL_END() }; DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) : draw_(draw), vertexDeclMap_(64) { device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE); decOptions_.expandAllWeightsToFloat = true; decOptions_.expand8BitNormalsToFloat = true; indexGen.Setup(decIndex_); InitDeviceObjects(); tessDataTransferDX9 = new TessellationDataTransferDX9(); tessDataTransfer = tessDataTransferDX9; device_->CreateVertexDeclaration(TransformedVertexElements, &transformedVertexDecl_); } DrawEngineDX9::~DrawEngineDX9() { if (transformedVertexDecl_) { transformedVertexDecl_->Release(); } DestroyDeviceObjects(); vertexDeclMap_.Iterate([&](const uint32_t &key, IDirect3DVertexDeclaration9 *decl) { if (decl) { decl->Release(); } }); vertexDeclMap_.Clear(); delete tessDataTransferDX9; } void DrawEngineDX9::InitDeviceObjects() { draw_->SetInvalidationCallback(std::bind(&DrawEngineDX9::Invalidate, this, std::placeholders::_1)); } void DrawEngineDX9::DestroyDeviceObjects() { if (draw_) { draw_->SetInvalidationCallback(InvalidationCallback()); } ClearTrackedVertexArrays(); } struct DeclTypeInfo { u32 type; const char * name; }; static const DeclTypeInfo VComp[] = { { 0, "NULL" }, // DEC_NONE, { D3DDECLTYPE_FLOAT1, "D3DDECLTYPE_FLOAT1 " }, // DEC_FLOAT_1, { D3DDECLTYPE_FLOAT2, "D3DDECLTYPE_FLOAT2 " }, // DEC_FLOAT_2, { D3DDECLTYPE_FLOAT3, "D3DDECLTYPE_FLOAT3 " }, // DEC_FLOAT_3, { D3DDECLTYPE_FLOAT4, "D3DDECLTYPE_FLOAT4 " }, // DEC_FLOAT_4, { 0, "UNUSED" }, // DEC_S8_3, { D3DDECLTYPE_SHORT4N, "D3DDECLTYPE_SHORT4N " }, // DEC_S16_3, { D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_1, { D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_2, { D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_3, { D3DDECLTYPE_UBYTE4N, "D3DDECLTYPE_UBYTE4N " }, // DEC_U8_4, {0, "UNUSED_DEC_U16_1" }, // DEC_U16_1, {0, "UNUSED_DEC_U16_2" }, // DEC_U16_2, {D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_3, {D3DDECLTYPE_USHORT4N ,"D3DDECLTYPE_USHORT4N "}, // DEC_U16_4, }; static void VertexAttribSetup(D3DVERTEXELEMENT9 * VertexElement, u8 fmt, u8 offset, u8 usage, u8 usage_index = 0) { memset(VertexElement, 0, sizeof(D3DVERTEXELEMENT9)); VertexElement->Offset = offset; VertexElement->Type = VComp[fmt].type; VertexElement->Usage = usage; VertexElement->UsageIndex = usage_index; } IDirect3DVertexDeclaration9 *DrawEngineDX9::SetupDecFmtForDraw(const DecVtxFormat &decFmt, u32 pspFmt) { IDirect3DVertexDeclaration9 *vertexDeclCached; if (vertexDeclMap_.Get(pspFmt, &vertexDeclCached)) { return vertexDeclCached; } else { D3DVERTEXELEMENT9 VertexElements[8]; D3DVERTEXELEMENT9 *VertexElement = &VertexElements[0]; // Vertices Elements orders // WEIGHT if (decFmt.w0fmt != 0) { VertexAttribSetup(VertexElement, decFmt.w0fmt, decFmt.w0off, D3DDECLUSAGE_TEXCOORD, 1); VertexElement++; } if (decFmt.w1fmt != 0) { VertexAttribSetup(VertexElement, decFmt.w1fmt, decFmt.w1off, D3DDECLUSAGE_TEXCOORD, 2); VertexElement++; } // TC if (decFmt.uvfmt != 0) { VertexAttribSetup(VertexElement, decFmt.uvfmt, decFmt.uvoff, D3DDECLUSAGE_TEXCOORD, 0); VertexElement++; } // COLOR if (decFmt.c0fmt != 0) { VertexAttribSetup(VertexElement, decFmt.c0fmt, decFmt.c0off, D3DDECLUSAGE_COLOR, 0); VertexElement++; } // Never used ? if (decFmt.c1fmt != 0) { VertexAttribSetup(VertexElement, decFmt.c1fmt, decFmt.c1off, D3DDECLUSAGE_COLOR, 1); VertexElement++; } // NORMAL if (decFmt.nrmfmt != 0) { VertexAttribSetup(VertexElement, decFmt.nrmfmt, decFmt.nrmoff, D3DDECLUSAGE_NORMAL, 0); VertexElement++; } // POSITION // Always VertexAttribSetup(VertexElement, DecVtxFormat::PosFmt(), decFmt.posoff, D3DDECLUSAGE_POSITION, 0); VertexElement++; // End D3DVERTEXELEMENT9 end = D3DDECL_END(); memcpy(VertexElement, &end, sizeof(D3DVERTEXELEMENT9)); // Create declaration IDirect3DVertexDeclaration9 *pHardwareVertexDecl = nullptr; HRESULT hr = device_->CreateVertexDeclaration( VertexElements, &pHardwareVertexDecl ); if (FAILED(hr)) { ERROR_LOG(Log::G3D, "Failed to create vertex declaration!"); pHardwareVertexDecl = nullptr; } // Add it to map vertexDeclMap_.Insert(pspFmt, pHardwareVertexDecl); return pHardwareVertexDecl; } } static uint32_t SwapRB(uint32_t c) { return (c & 0xFF00FF00) | ((c >> 16) & 0xFF) | ((c << 16) & 0xFF0000); } void DrawEngineDX9::BeginFrame() { lastRenderStepId_ = -1; } // In D3D, we're synchronous and state carries over so all we reset here on a new step is the viewport/scissor. void DrawEngineDX9::Invalidate(InvalidationCallbackFlags flags) { if (flags & InvalidationCallbackFlags::RENDER_PASS_STATE) { gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); } } // The inline wrapper in the header checks for numDrawCalls_ == 0 void DrawEngineDX9::DoFlush() { bool textureNeedsApply = false; if (gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS) && !gstate.isModeClear() && gstate.isTextureMapEnabled()) { textureCache_->SetTexture(); gstate_c.Clean(DIRTY_TEXTURE_IMAGE | DIRTY_TEXTURE_PARAMS); textureNeedsApply = true; } else if (gstate.getTextureAddress(0) == (gstate.getFrameBufRawAddress() | 0x04000000)) { // This catches the case of clearing a texture. (#10957) gstate_c.Dirty(DIRTY_TEXTURE_IMAGE); } GEPrimitiveType prim = prevPrim_; // Always use software for flat shading to fix the provoking index. bool tess = gstate_c.submitType == SubmitType::HW_BEZIER || gstate_c.submitType == SubmitType::HW_SPLINE; bool useHWTransform = CanUseHardwareTransform(prim) && (tess || gstate.getShadeMode() != GE_SHADE_FLAT); if (useHWTransform) { LPDIRECT3DVERTEXBUFFER9 vb_ = nullptr; LPDIRECT3DINDEXBUFFER9 ib_ = nullptr; int vertexCount; int maxIndex; bool useElements; DecodeVerts(decoded_); DecodeIndsAndGetData(&prim, &vertexCount, &maxIndex, &useElements, false); gpuStats.numUncachedVertsDrawn += vertexCount; _dbg_assert_((int)prim > 0); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } if (textureNeedsApply) { textureCache_->ApplyTexture(); } ApplyDrawState(prim); ApplyDrawStateLate(); VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, dec_, decOptions_.expandAllWeightsToFloat, decOptions_.applySkinInDecode, pipelineState_); IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(dec_->GetDecVtxFmt(), dec_->VertexType()); if (pHardwareVertexDecl) { device_->SetVertexDeclaration(pHardwareVertexDecl); if (vb_ == NULL) { if (useElements) { device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, numDecodedVerts_, D3DPrimCount(d3d_prim[prim], vertexCount), decIndex_, D3DFMT_INDEX16, decoded_, dec_->GetDecVtxFmt().stride); } else { device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], vertexCount), decoded_, dec_->GetDecVtxFmt().stride); } } else { device_->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride); if (useElements) { device_->SetIndices(ib_); device_->DrawIndexedPrimitive(d3d_prim[prim], 0, 0, numDecodedVerts_, 0, D3DPrimCount(d3d_prim[prim], vertexCount)); } else { device_->DrawPrimitive(d3d_prim[prim], 0, D3DPrimCount(d3d_prim[prim], vertexCount)); } } } } else { if (!decOptions_.applySkinInDecode) { decOptions_.applySkinInDecode = true; lastVType_ |= (1 << 26); dec_ = GetVertexDecoder(lastVType_); } DecodeVerts(decoded_); int vertexCount = DecodeInds(); bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE; if (gstate.isModeThrough()) { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255); } else { gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255); } gpuStats.numUncachedVertsDrawn += vertexCount; prim = IndexGenerator::GeneralPrim((GEPrimitiveType)drawInds_[0].prim); VERBOSE_LOG(Log::G3D, "Flush prim %i SW! %i verts in one go", prim, vertexCount); u16 *inds = decIndex_; SoftwareTransformResult result{}; SoftwareTransformParams params{}; params.decoded = decoded_; params.transformed = transformed_; params.transformedExpanded = transformedExpanded_; params.fbman = framebufferManager_; params.texCache = textureCache_; params.allowClear = true; params.allowSeparateAlphaClear = false; params.flippedY = false; params.usesHalfZ = true; if (gstate.getShadeMode() == GE_SHADE_FLAT) { // We need to rotate the index buffer to simulate a different provoking vertex. // We do this before line expansion etc. int indexCount = RemainingIndices(inds); IndexBufferProvokingLastToFirst(prim, inds, vertexCount); } // We need correct viewport values in gstate_c already. if (gstate_c.IsDirty(DIRTY_VIEWPORTSCISSOR_STATE)) { ViewportAndScissor vpAndScissor; ConvertViewportAndScissor(framebufferManager_->UseBufferedRendering(), framebufferManager_->GetRenderWidth(), framebufferManager_->GetRenderHeight(), framebufferManager_->GetTargetBufferWidth(), framebufferManager_->GetTargetBufferHeight(), vpAndScissor); UpdateCachedViewportState(vpAndScissor); } int maxIndex = numDecodedVerts_; SoftwareTransform swTransform(params); // Half pixel offset hack. float xOffset = -1.0f / gstate_c.curRTRenderWidth; float yOffset = 1.0f / gstate_c.curRTRenderHeight; const Lin::Vec3 trans(gstate_c.vpXOffset + xOffset, -gstate_c.vpYOffset + yOffset, gstate_c.vpZOffset * 0.5f + 0.5f); const Lin::Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f); swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, gstate_c.vpHeight > 0, trans, scale); swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result); // Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values. // Games sometimes expect exact matches (see #12626, for example) for equal comparisons. if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f) result.action = SW_NOT_READY; if (textureNeedsApply) { gstate_c.pixelMapped = result.pixelMapped; textureCache_->ApplyTexture(); gstate_c.pixelMapped = false; } ApplyDrawState(prim); if (result.action == SW_NOT_READY) swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result); if (result.setSafeSize) framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight); ApplyDrawStateLate(); VSShader *vshader = shaderManager_->ApplyShader(false, false, dec_, decOptions_.expandAllWeightsToFloat, true, pipelineState_); if (result.action == SW_DRAW_INDEXED) { if (result.setStencil) { dxstate.stencilFunc.set(D3DCMP_ALWAYS); dxstate.stencilRef.set(result.stencilValue); dxstate.stencilCompareMask.set(255); } // TODO: Add a post-transform cache here for multi-RECTANGLES only. // Might help for text drawing. device_->SetVertexDeclaration(transformedVertexDecl_); device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, numDecodedVerts_, D3DPrimCount(d3d_prim[prim], result.drawNumTrans), inds, D3DFMT_INDEX16, result.drawBuffer, sizeof(TransformedVertex)); } else if (result.action == SW_CLEAR) { u32 clearColor = result.color; float clearDepth = result.depth; int mask = gstate.isClearModeColorMask() ? D3DCLEAR_TARGET : 0; if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL; if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER; if (mask & D3DCLEAR_TARGET) { framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); } device_->Clear(0, NULL, mask, SwapRB(clearColor), clearDepth, clearColor >> 24); if (gstate_c.Use(GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate_c.framebufFormat == GE_FORMAT_565)) { int scissorX1 = gstate.getScissorX1(); int scissorY1 = gstate.getScissorY1(); int scissorX2 = gstate.getScissorX2() + 1; int scissorY2 = gstate.getScissorY2() + 1; framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor); } } decOptions_.applySkinInDecode = g_Config.bSoftwareSkinning; } ResetAfterDrawInline(); framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason); GPUDebug::NotifyDraw(); } void TessellationDataTransferDX9::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) { // TODO }