// Copyright 2010 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/VertexManagerBase.h" #include #include #include #include #include #include "Common/ChunkFile.h" #include "Common/CommonTypes.h" #include "Common/Contains.h" #include "Common/EnumMap.h" #include "Common/Logging/Log.h" #include "Common/MathUtil.h" #include "Common/SmallVector.h" #include "Core/DolphinAnalytics.h" #include "Core/HW/SystemTimers.h" #include "Core/System.h" #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/BPMemory.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/DataReader.h" #include "VideoCommon/ElementsGroupManager.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h" #include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h" #include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/MetroidElementClassifier.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/OpcodeDecoding.h" #include "VideoCommon/PerfQueryBase.h" #include "VideoCommon/PixelShaderGen.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VR/OpenXRManager.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" #include "VideoCommon/CullingCodeFinder.h" #include "VideoCommon/HideObjectEngine.h" #include "VideoCommon/ShaderHunter.h" #include "VideoCommon/TextureElementManager.h" #include "VideoCommon/XFStateManager.h" #include "Common/Hash.h" #include "Core/ConfigManager.h" std::unique_ptr g_vertex_manager; using OpcodeDecoder::Primitive; namespace { struct MetroidLayerBehavior { bool skip = false; ShaderHunter::HandlingType handling = ShaderHunter::HandlingType::Skip; }; struct MetroidHydraHudSettings { bool enabled = false; bool perspective_hud = false; float scale = 1.0f; float width = 1.0f; float height = 1.0f; float up = 0.0f; float right = 0.0f; }; ShaderHunter::RuntimeElementSignature BuildRuntimeElementSignature(const XFMemory& xf_memory, const BPMemory& bp_memory) { ShaderHunter::RuntimeElementSignature signature; signature.valid = true; signature.perspective = xf_memory.projection.type == ProjectionType::Perspective; const float* projection = xf_memory.projection.rawProjection.data(); if (signature.perspective) { const float hfov = 2.0f * std::atan(1.0f / projection[0]) * 180.0f / 3.14159265f; const float vfov = 2.0f * std::atan(1.0f / projection[2]) * 180.0f / 3.14159265f; const float far_plane = projection[5] / projection[4]; const float near_plane = far_plane * projection[4] / (projection[4] - 1.0f); signature.perspective_hfov_x100 = static_cast(std::lround(hfov * 100.0f)); signature.perspective_vfov_x100 = static_cast(std::lround(vfov * 100.0f)); signature.perspective_near_x1000 = static_cast(std::lround(near_plane * 1000.0f)); signature.perspective_far_x100 = static_cast(std::lround(far_plane * 100.0f)); } else { const float left = -(projection[1] + 1.0f) / projection[0]; const float right = left + 2.0f / projection[0]; const float bottom = -(projection[3] + 1.0f) / projection[2]; const float top = bottom + 2.0f / projection[2]; signature.ortho_left_x100 = static_cast(std::lround(left * 100.0f)); signature.ortho_right_x100 = static_cast(std::lround(right * 100.0f)); signature.ortho_top_x100 = static_cast(std::lround(top * 100.0f)); signature.ortho_bottom_x100 = static_cast(std::lround(bottom * 100.0f)); // The per-draw ortho layer counter is gone (it only ever advanced under the removed Auto // Layer Spread option). Kept at 0 so existing INIs with sig_use_layer=1/sig_layer=0 — // i.e. every signature captured with the default settings — keep matching. signature.ortho_layer = 0; } const auto& viewport = xf_memory.viewport; signature.viewport_x = static_cast(std::lround(viewport.xOrig)); signature.viewport_y = static_cast(std::lround(viewport.yOrig)); signature.viewport_width = static_cast(std::lround(std::abs(viewport.wd))); signature.viewport_height = static_cast(std::lround(std::abs(viewport.ht))); signature.scissor_left = bp_memory.scissorTL.x; signature.scissor_top = bp_memory.scissorTL.y; signature.scissor_right = bp_memory.scissorBR.x; signature.scissor_bottom = bp_memory.scissorBR.y; signature.alpha_test_hex = bp_memory.alpha_test.hex; signature.ztest = bp_memory.zmode.test_enable != 0; signature.zupdate = bp_memory.zmode.update_enable != 0; signature.zfunc = static_cast(bp_memory.zmode.func.Value()); signature.blend_color_update = bp_memory.blendmode.color_update != 0; signature.blend_alpha_update = bp_memory.blendmode.alpha_update != 0; return signature; } MetroidProjectionMetrics BuildMetroidProjectionMetrics(const XFMemory& xf_memory, u32 projection_sequence) { MetroidProjectionMetrics metrics; metrics.projection_sequence = projection_sequence; metrics.perspective = xf_memory.projection.type == ProjectionType::Perspective; const float* projection = xf_memory.projection.rawProjection.data(); if (metrics.perspective) { metrics.hfov = 2.0f * std::atan(1.0f / projection[0]) * 180.0f / 3.14159265f; metrics.vfov = 2.0f * std::atan(1.0f / projection[2]) * 180.0f / 3.14159265f; metrics.zfar = projection[5] / projection[4]; metrics.znear = metrics.zfar * projection[4] / (projection[4] - 1.0f); } else { metrics.left = -(projection[1] + 1.0f) / projection[0]; metrics.right = metrics.left + 2.0f / projection[0]; metrics.bottom = -(projection[3] + 1.0f) / projection[2]; metrics.top = metrics.bottom + 2.0f / projection[2]; metrics.zfar = projection[5] / projection[4]; metrics.znear = (1.0f + projection[4] * metrics.zfar) / projection[4]; } return metrics; } MetroidElementProfile GetMetroidProfileForGameID(std::string_view game_id) { if (game_id.starts_with("GM8") || game_id.starts_with("D43") || game_id.starts_with("D93")) return MetroidElementProfile::Prime1GC; if (game_id.starts_with("G2M") || game_id.starts_with("P2M")) return MetroidElementProfile::Prime2GC; if (game_id.starts_with("R3I")) return MetroidElementProfile::Prime1Wii; if (game_id.starts_with("R32")) return MetroidElementProfile::Prime2Wii; if (game_id.starts_with("RM3")) return MetroidElementProfile::Prime3; if (game_id.starts_with("R3M") || game_id.starts_with("R3O")) return MetroidElementProfile::TrilogyAuto; return MetroidElementProfile::None; } MetroidElementClassifier& GetMetroidElementClassifier() { static MetroidElementClassifier classifier; return classifier; } constexpr int METROID_HUD_CONTEXT_DEFAULT = 0; constexpr int METROID_HUD_CONTEXT_COMBAT = 1; constexpr int METROID_HUD_CONTEXT_MENU = 2; bool IsMetroidPrime2Profile(MetroidElementProfile profile) { return profile == MetroidElementProfile::Prime2GC || profile == MetroidElementProfile::Prime2Wii; } bool IsMetroidPrime1Profile(MetroidElementProfile profile) { return profile == MetroidElementProfile::Prime1GC || profile == MetroidElementProfile::Prime1Wii; } MetroidHydraHudSettings GetMetroidHydraHudSettings(MetroidElementProfile profile, MetroidElementLayer layer, std::string_view game_id) { if (!IsMetroidPrime1Profile(profile)) return {}; if (!(game_id.starts_with("GM8") || game_id.starts_with("D93") || game_id.starts_with("R3I"))) return {}; switch (layer) { case MetroidElementLayer::HUD: case MetroidElementLayer::UnknownHUD: case MetroidElementLayer::MapOrHint: case MetroidElementLayer::Map: return {.enabled = true, .perspective_hud = true, .scale = 30.0f, .width = 0.79f, .height = 0.79f}; case MetroidElementLayer::XRayHUD: // The classifier uses XRayHUD for the compact visor/reticle HUD projection in both X-Ray and // Thermal visor modes. Those draws still contain 3D CMDL reticle pieces (beam/visor boxes), // so keep them on the Hydra perspective-HUD path instead of flattening them as a 2D overlay. return {.enabled = true, .perspective_hud = true, .scale = 30.0f, .width = 0.79f, .height = 0.79f}; case MetroidElementLayer::DarkVisorHUD: return {.enabled = true, .perspective_hud = true, .scale = 5.0f, .width = 0.79f, .height = 0.79f}; case MetroidElementLayer::VisorRadarHint: return {.enabled = true, .perspective_hud = true, .scale = 32.0f, .width = 0.79f, .height = 0.79f}; case MetroidElementLayer::RadarDot: return {.enabled = true, .perspective_hud = true, .scale = 36.0f, .width = 0.79f, .height = 0.79f}; case MetroidElementLayer::Visor: return {.enabled = true, .perspective_hud = true, .scale = 90.0f}; case MetroidElementLayer::Helmet: return {.enabled = true, .perspective_hud = true, .scale = 100.0f, .width = 1.7f, .height = 1.7f}; case MetroidElementLayer::ScanText: return {.enabled = true, .perspective_hud = true, .scale = 32.0f, .width = 0.8f, .height = 0.8f}; case MetroidElementLayer::ScanHologram: return {.enabled = true, .perspective_hud = true, .scale = 40.0f, .width = 1.2f, .height = 1.2f}; case MetroidElementLayer::ScanReticle: return {.enabled = true, .width = 1.0f, .height = 1.0f, .up = 0.14f, .right = 0.01f}; default: return {}; } } bool IsMetroidPerspectiveHudAnchorLayer(MetroidElementLayer layer) { switch (layer) { case MetroidElementLayer::HUD: case MetroidElementLayer::UnknownHUD: case MetroidElementLayer::MapOrHint: case MetroidElementLayer::Map: case MetroidElementLayer::XRayHUD: case MetroidElementLayer::DarkVisorHUD: case MetroidElementLayer::Helmet: return true; default: return false; } } bool IsMetroidPrime1CombatContextLayer(MetroidElementLayer layer) { switch (layer) { case MetroidElementLayer::Gun: case MetroidElementLayer::World: case MetroidElementLayer::Reticle: case MetroidElementLayer::WiiReticle: case MetroidElementLayer::XRayWorld: case MetroidElementLayer::ThermalGunAndDoor: return true; default: return false; } } bool IsMetroidPrime1MenuContextLayer(MetroidElementLayer layer) { switch (layer) { case MetroidElementLayer::Map0: case MetroidElementLayer::Map1: case MetroidElementLayer::Map2: case MetroidElementLayer::Dialog: case MetroidElementLayer::MapMap: case MetroidElementLayer::MapLegend: case MetroidElementLayer::InventorySamus: case MetroidElementLayer::InventorySamusOutline: case MetroidElementLayer::MapNorth: return true; default: return false; } } bool IsMetroidPrime1CombatHudAnchorCandidate(MetroidElementLayer layer, float reference_view_z, int hud_context) { // Normal combat visor draws its 3D HUD body as METROID_SCAN_TEXT instead of one of the // explicit HUD anchor layers. Use only the stable body-depth range as a combat-only fallback; // this excludes close reticle/minimap pieces (~-5.6), free-aim far draws (~-32), and menu/map // ScanText draws that should be anchored by their own UI context. return hud_context == METROID_HUD_CONTEXT_COMBAT && layer == MetroidElementLayer::ScanText && std::isfinite(reference_view_z) && reference_view_z >= -22.0f && reference_view_z <= -18.0f; } bool IsMetroidPrime1ScannerPreviewMask(const ShaderHunter::RuntimeElementSignature& signature) { return signature.valid && !signature.perspective && signature.ortho_left_x100 == -32000 && signature.ortho_right_x100 == 32000 && signature.ortho_top_x100 == 22400 && signature.ortho_bottom_x100 == -22400 && signature.ortho_layer == 0 && signature.viewport_x == 662 && signature.viewport_y == 566 && signature.viewport_width == 320 && signature.viewport_height == 224 && signature.scissor_left == 342 && signature.scissor_top == 342 && signature.scissor_right == 981 && signature.scissor_bottom == 789 && signature.alpha_test_hex == 0x007f0000 && signature.ztest && signature.zupdate && signature.zfunc == 3 && signature.blend_color_update && signature.blend_alpha_update; } MetroidLayerBehavior GetMetroidLayerBehavior(MetroidElementLayer layer) { switch (layer) { case MetroidElementLayer::EFBCopy: case MetroidElementLayer::BlackBars: case MetroidElementLayer::ScanVisor: case MetroidElementLayer::ScanDarken: case MetroidElementLayer::ScanHighlighter: case MetroidElementLayer::ScanBox: case MetroidElementLayer::ScanCircle: case MetroidElementLayer::ScanReticle: return {.skip = true}; case MetroidElementLayer::Helmet: case MetroidElementLayer::HUD: case MetroidElementLayer::MorphballHUD: case MetroidElementLayer::XRayHUD: case MetroidElementLayer::DarkVisorHUD: case MetroidElementLayer::UnknownHUD: case MetroidElementLayer::VisorRadarHint: case MetroidElementLayer::RadarDot: case MetroidElementLayer::MorphballMapOrHint: case MetroidElementLayer::MapOrHint: case MetroidElementLayer::MorphballMap: case MetroidElementLayer::Map: case MetroidElementLayer::Map0: case MetroidElementLayer::Map1: case MetroidElementLayer::Map2: case MetroidElementLayer::Dialog: case MetroidElementLayer::MapMap: case MetroidElementLayer::MapLegend: case MetroidElementLayer::InventorySamus: case MetroidElementLayer::InventorySamusOutline: case MetroidElementLayer::MapNorth: case MetroidElementLayer::ScanText: case MetroidElementLayer::ScanHologram: case MetroidElementLayer::Visor: case MetroidElementLayer::VisorBootup: case MetroidElementLayer::UnknownVisor: return {.handling = ShaderHunter::HandlingType::HeadLocked}; default: return {}; } } // Row-major 3x3 helpers for the ControllerAnchor rotation path. std::array Mul3x3(const std::array& a, const std::array& b) { std::array m{}; for (int r = 0; r < 3; ++r) { for (int c = 0; c < 3; ++c) m[r * 3 + c] = a[r * 3 + 0] * b[0 + c] + a[r * 3 + 1] * b[3 + c] + a[r * 3 + 2] * b[6 + c]; } return m; } // Model-axis correction from the per-override Euler angles, applied in the controller's // local frame: yaw about +Y, then pitch about +X, then roll about +Z. Models differ in // which way they natively point (a blade along +Y, a barrel along -Z, ...); these dial // the element onto the controller's aim direction. std::array ControllerAnchorAxisCorrection(float yaw_deg, float pitch_deg, float roll_deg) { constexpr float DEG_TO_RAD = 0.01745329252f; const float cy = std::cos(yaw_deg * DEG_TO_RAD), sy = std::sin(yaw_deg * DEG_TO_RAD); const float cx = std::cos(pitch_deg * DEG_TO_RAD), sx = std::sin(pitch_deg * DEG_TO_RAD); const float cz = std::cos(roll_deg * DEG_TO_RAD), sz = std::sin(roll_deg * DEG_TO_RAD); const std::array rot_y = {cy, 0.0f, sy, 0.0f, 1.0f, 0.0f, -sy, 0.0f, cy}; const std::array rot_x = {1.0f, 0.0f, 0.0f, 0.0f, cx, -sx, 0.0f, sx, cx}; const std::array rot_z = {cz, -sz, 0.0f, sz, cz, 0.0f, 0.0f, 0.0f, 1.0f}; return Mul3x3(Mul3x3(rot_y, rot_x), rot_z); } } // namespace // GX primitive -> RenderState primitive, no primitive restart constexpr Common::EnumMap primitive_from_gx{ PrimitiveType::Triangles, // GX_DRAW_QUADS PrimitiveType::Triangles, // GX_DRAW_QUADS_2 PrimitiveType::Triangles, // GX_DRAW_TRIANGLES PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_STRIP PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_FAN PrimitiveType::Lines, // GX_DRAW_LINES PrimitiveType::Lines, // GX_DRAW_LINE_STRIP PrimitiveType::Points, // GX_DRAW_POINTS }; // GX primitive -> RenderState primitive, using primitive restart constexpr Common::EnumMap primitive_from_gx_pr{ PrimitiveType::TriangleStrip, // GX_DRAW_QUADS PrimitiveType::TriangleStrip, // GX_DRAW_QUADS_2 PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLES PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_STRIP PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_FAN PrimitiveType::Lines, // GX_DRAW_LINES PrimitiveType::Lines, // GX_DRAW_LINE_STRIP PrimitiveType::Points, // GX_DRAW_POINTS }; // Due to the BT.601 standard which the GameCube is based on being a compromise // between PAL and NTSC, neither standard gets square pixels. They are each off // by ~9% in opposite directions. // Just in case any game decides to take this into account, we do both these // tests with a large amount of slop. static float CalculateProjectionViewportRatio(const Projection::Raw& projection, const Viewport& viewport) { const float projection_ar = projection[2] / projection[0]; const float viewport_ar = viewport.wd / viewport.ht; return std::abs(projection_ar / viewport_ar); } static bool IsAnamorphicProjection(const Projection::Raw& projection, const Viewport& viewport, const VideoConfig& config) { // If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3 // we have an anamorphic projection. This value can be overridden by a GameINI. // Game cheats that change the aspect ratio to natively unsupported ones // won't be automatically recognized here. return std::abs(CalculateProjectionViewportRatio(projection, viewport) - config.widescreen_heuristic_widescreen_ratio) < config.widescreen_heuristic_aspect_ratio_slop; } static bool IsNormalProjection(const Projection::Raw& projection, const Viewport& viewport, const VideoConfig& config) { return std::abs(CalculateProjectionViewportRatio(projection, viewport) - config.widescreen_heuristic_standard_ratio) < config.widescreen_heuristic_aspect_ratio_slop; } VertexManagerBase::VertexManagerBase() : m_cpu_vertex_buffer(MAXVBUFFERSIZE), m_cpu_index_buffer(MAXIBUFFERSIZE) { } VertexManagerBase::~VertexManagerBase() = default; MetroidElementProfile VertexManagerBase::GetCachedMetroidProfile() { if (!m_metroid_profile_resolved) { std::string game_id = SConfig::GetInstance().GetGameID(); if (game_id.empty()) return MetroidElementProfile::None; // ID not available yet; resolve on a later draw. m_metroid_profile = GetMetroidProfileForGameID(game_id); m_metroid_game_id = std::move(game_id); m_metroid_profile_resolved = true; } return m_metroid_profile; } bool VertexManagerBase::Initialize() { auto& video_events = GetVideoEvents(); m_frame_end_event = video_events.after_frame_event.Register([this](Core::System&) { OnEndFrame(); }); m_after_present_event = video_events.after_present_event.Register( [this](const PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; }); m_index_generator.Init(); m_custom_shader_cache = std::make_unique(); m_cpu_cull.Init(); return true; } u32 VertexManagerBase::GetRemainingSize() const { return static_cast(m_end_buffer_pointer - m_cur_buffer_pointer); } void VertexManagerBase::AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices) { m_index_generator.AddIndices(primitive, num_vertices); } bool VertexManagerBase::AreAllVerticesCulled(VertexLoaderBase* loader, OpcodeDecoder::Primitive primitive, const u8* src, u32 count) { return m_cpu_cull.AreAllVerticesCulled(loader, primitive, src, count); } DataReader VertexManagerBase::PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count, u32 stride, bool cullall) { // Flush all EFB pokes. Since the buffer is shared, we can't draw pokes+primitives concurrently. g_framebuffer_manager->FlushEFBPokes(); // The SSE vertex loader can write up to 4 bytes past the end u32 const needed_vertex_bytes = count * stride + 4; // We can't merge different kinds of primitives, so we have to flush here PrimitiveType new_primitive_type = g_backend_info.bSupportsPrimitiveRestart ? primitive_from_gx_pr[primitive] : primitive_from_gx[primitive]; if (m_current_primitive_type != new_primitive_type) [[unlikely]] { Flush(); // Have to update the rasterization state for point/line cull modes. m_current_primitive_type = new_primitive_type; SetRasterizationStateChanged(); } u32 remaining_indices = GetRemainingIndices(primitive); u32 remaining_index_generator_indices = m_index_generator.GetRemainingIndices(primitive); // Check for size in buffer, if the buffer gets full, call Flush() if (!m_is_flushed && (count > remaining_index_generator_indices || count > remaining_indices || needed_vertex_bytes > GetRemainingSize())) [[unlikely]] { Flush(); } m_cull_all = cullall; // need to alloc new buffer if (m_is_flushed) [[unlikely]] { if (cullall) { // This buffer isn't getting sent to the GPU. Just allocate it on the cpu. m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_vertex_buffer.data(); m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_vertex_buffer.size(); m_index_generator.Start(m_cpu_index_buffer.data()); } else { ResetBuffer(stride); } remaining_index_generator_indices = m_index_generator.GetRemainingIndices(primitive); remaining_indices = GetRemainingIndices(primitive); m_is_flushed = false; } // Now that we've reset the buffer, there should be enough space. It's possible that we still // won't have enough space in a few rare cases, such as vertex shader line/point expansion with a // ton of lines in one draw command, in which case we will either need to add support for // splitting a single draw command into multiple draws or using bigger indices. ASSERT_MSG(VIDEO, count <= remaining_index_generator_indices, "VertexManager: Too few remaining index values ({} > {}). " "32-bit indices or primitive breaking needed.", count, remaining_index_generator_indices); ASSERT_MSG(VIDEO, count <= remaining_indices, "VertexManager: Buffer not large enough for all indices! ({} > {}) " "Increase MAXIBUFFERSIZE or we need primitive breaking after all.", count, remaining_indices); ASSERT_MSG(VIDEO, needed_vertex_bytes <= GetRemainingSize(), "VertexManager: Buffer not large enough for all vertices! ({} > {}) " "Increase MAXVBUFFERSIZE or we need primitive breaking after all.", needed_vertex_bytes, GetRemainingSize()); return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer); } DataReader VertexManagerBase::DisableCullAll(u32 stride) { if (m_cull_all) { m_cull_all = false; ResetBuffer(stride); } return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer); } void VertexManagerBase::FlushData(u32 count, u32 stride) { m_cur_buffer_pointer += count * stride; } u32 VertexManagerBase::GetRemainingIndices(OpcodeDecoder::Primitive primitive) const { const u32 index_len = MAXIBUFFERSIZE - m_index_generator.GetIndexLen(); if (primitive >= Primitive::GX_DRAW_LINES) { if (g_Config.UseVSForLinePointExpand()) { if (g_backend_info.bSupportsPrimitiveRestart) { switch (primitive) { case Primitive::GX_DRAW_LINES: return index_len / 5 * 2; case Primitive::GX_DRAW_LINE_STRIP: return index_len / 5 + 1; case Primitive::GX_DRAW_POINTS: return index_len / 5; default: return 0; } } else { switch (primitive) { case Primitive::GX_DRAW_LINES: return index_len / 6 * 2; case Primitive::GX_DRAW_LINE_STRIP: return index_len / 6 + 1; case Primitive::GX_DRAW_POINTS: return index_len / 6; default: return 0; } } } else { switch (primitive) { case Primitive::GX_DRAW_LINES: return index_len; case Primitive::GX_DRAW_LINE_STRIP: return index_len / 2 + 1; case Primitive::GX_DRAW_POINTS: return index_len; default: return 0; } } } else if (g_backend_info.bSupportsPrimitiveRestart) { switch (primitive) { case Primitive::GX_DRAW_QUADS: case Primitive::GX_DRAW_QUADS_2: return index_len / 5 * 4; case Primitive::GX_DRAW_TRIANGLES: return index_len / 4 * 3; case Primitive::GX_DRAW_TRIANGLE_STRIP: return index_len / 1 - 1; case Primitive::GX_DRAW_TRIANGLE_FAN: return index_len / 6 * 4 + 1; default: return 0; } } else { switch (primitive) { case Primitive::GX_DRAW_QUADS: case Primitive::GX_DRAW_QUADS_2: return index_len / 6 * 4; case Primitive::GX_DRAW_TRIANGLES: return index_len; case Primitive::GX_DRAW_TRIANGLE_STRIP: return index_len / 3 + 2; case Primitive::GX_DRAW_TRIANGLE_FAN: return index_len / 3 + 2; default: return 0; } } } auto VertexManagerBase::ResetFlushAspectRatioCount() -> FlushStatistics { const auto result = m_flush_statistics; m_flush_statistics = {}; return result; } void VertexManagerBase::ResetBuffer(u32 vertex_stride) { m_base_buffer_pointer = m_cpu_vertex_buffer.data(); m_cur_buffer_pointer = m_cpu_vertex_buffer.data(); m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_vertex_buffer.size(); m_index_generator.Start(m_cpu_index_buffer.data()); } void VertexManagerBase::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) { *out_base_vertex = 0; *out_base_index = 0; } void VertexManagerBase::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) { // If bounding box is enabled, we need to flush any changes first, then invalidate what we have. if (g_bounding_box->IsEnabled() && g_ActiveConfig.bBBoxEnable && g_backend_info.bSupportsBBox) { g_bounding_box->Flush(); } g_gfx->DrawIndexed(base_index, num_indices, base_vertex); } void VertexManagerBase::UploadUniforms() { } void VertexManagerBase::InvalidateConstants() { auto& system = Core::System::GetInstance(); auto& vertex_shader_manager = system.GetVertexShaderManager(); auto& geometry_shader_manager = system.GetGeometryShaderManager(); auto& pixel_shader_manager = system.GetPixelShaderManager(); vertex_shader_manager.dirty = true; geometry_shader_manager.dirty = true; pixel_shader_manager.dirty = true; } void VertexManagerBase::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) { } void VertexManagerBase::UploadUtilityVertices(const void* vertices, u32 vertex_stride, u32 num_vertices, const u16* indices, u32 num_indices, u32* out_base_vertex, u32* out_base_index) { // The GX vertex list should be flushed before any utility draws occur. ASSERT(m_is_flushed); // Copy into the buffers usually used for GX drawing. ResetBuffer(std::max(vertex_stride, 1u)); if (vertices) { const u32 copy_size = vertex_stride * num_vertices; ASSERT((m_cur_buffer_pointer + copy_size) <= m_end_buffer_pointer); std::memcpy(m_cur_buffer_pointer, vertices, copy_size); m_cur_buffer_pointer += copy_size; } if (indices) m_index_generator.AddExternalIndices(indices, num_indices, num_vertices); CommitBuffer(num_vertices, vertex_stride, num_indices, out_base_vertex, out_base_index); } u32 VertexManagerBase::GetTexelBufferElementSize(TexelBufferFormat buffer_format) { // R8 - 1, R16 - 2, RGBA8 - 4, R32G32 - 8 return 1u << static_cast(buffer_format); } bool VertexManagerBase::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset) { return false; } bool VertexManagerBase::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset, const void* palette_data, u32 palette_size, TexelBufferFormat palette_format, u32* palette_offset) { return false; } BitSet32 VertexManagerBase::UsedTextures() const { BitSet32 usedtextures; for (u32 i = 0; i < bpmem.genMode.numtevstages + 1u; ++i) if (bpmem.tevorders[i / 2].getEnable(i & 1)) usedtextures[bpmem.tevorders[i / 2].getTexMap(i & 1)] = true; if (bpmem.genMode.numindstages > 0) for (unsigned int i = 0; i < bpmem.genMode.numtevstages + 1u; ++i) if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) usedtextures[bpmem.tevindref.getTexMap(bpmem.tevind[i].bt)] = true; return usedtextures; } void VertexManagerBase::Flush() { if (m_is_flushed) return; m_is_flushed = true; if (m_draw_counter == 0) { // This is more or less the start of the Frame GetVideoEvents().before_frame_event.Trigger(); } if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens || xfmem.numChan.numColorChans != bpmem.genMode.numcolchans) { ERROR_LOG_FMT( VIDEO, "Mismatched configuration between XF and BP stages - {}/{} texgens, {}/{} colors. " "Skipping draw. Please report on the issue tracker.", xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value(), xfmem.numChan.numColorChans, bpmem.genMode.numcolchans.Value()); // Analytics reporting so we can discover which games have this problem, that way when we // eventually simulate the behavior we have test cases for it. if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens) { DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::MismatchedGPUTexGensBetweenXFAndBP); } if (xfmem.numChan.numColorChans != bpmem.genMode.numcolchans) { DolphinAnalytics::Instance().ReportGameQuirk(GameQuirk::MismatchedGPUColorsBetweenXFAndBP); } HideObjectEngine::Engine::GetInstance().DiscardPendingCapturedPrefixes(); return; } #if defined(_DEBUG) || defined(DEBUGFAST) PRIM_LOG("frame{}:\n texgen={}, numchan={}, dualtex={}, ztex={}, cole={}, alpe={}, ze={}", g_ActiveConfig.iSaveTargetId, xfmem.numTexGen.numTexGens, xfmem.numChan.numColorChans, xfmem.dualTexTrans.enabled, bpmem.ztex2.op.Value(), bpmem.blendmode.color_update.Value(), bpmem.blendmode.alpha_update.Value(), bpmem.zmode.update_enable.Value()); for (u32 i = 0; i < xfmem.numChan.numColorChans; ++i) { LitChannel* ch = &xfmem.color[i]; PRIM_LOG("colchan{}: matsrc={}, light={:#x}, ambsrc={}, diffunc={}, attfunc={}", i, ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(), ch->diffusefunc.Value(), ch->attnfunc.Value()); ch = &xfmem.alpha[i]; PRIM_LOG("alpchan{}: matsrc={}, light={:#x}, ambsrc={}, diffunc={}, attfunc={}", i, ch->matsource.Value(), ch->GetFullLightMask(), ch->ambsource.Value(), ch->diffusefunc.Value(), ch->attnfunc.Value()); } for (u32 i = 0; i < xfmem.numTexGen.numTexGens; ++i) { TexMtxInfo tinfo = xfmem.texMtxInfo[i]; if (tinfo.texgentype != TexGenType::EmbossMap) tinfo.hex &= 0x7ff; if (tinfo.texgentype != TexGenType::Regular) tinfo.projection = TexSize::ST; PRIM_LOG("txgen{}: proj={}, input={}, gentype={}, srcrow={}, embsrc={}, emblght={}, " "postmtx={}, postnorm={}", i, tinfo.projection.Value(), tinfo.inputform.Value(), tinfo.texgentype.Value(), tinfo.sourcerow.Value(), tinfo.embosssourceshift.Value(), tinfo.embosslightshift.Value(), xfmem.postMtxInfo[i].index.Value(), xfmem.postMtxInfo[i].normalize.Value()); } PRIM_LOG("pixel: tev={}, ind={}, texgen={}, dstalpha={}, alphatest={:#x}", bpmem.genMode.numtevstages.Value() + 1, bpmem.genMode.numindstages.Value(), bpmem.genMode.numtexgens.Value(), bpmem.dstalpha.enable.Value(), (bpmem.alpha_test.hex >> 16) & 0xff); #endif // Track some stats used elsewhere by the anamorphic widescreen heuristic. auto& system = Core::System::GetInstance(); if (!system.IsWii()) { const bool is_perspective = xfmem.projection.type == ProjectionType::Perspective; auto& counts = is_perspective ? m_flush_statistics.perspective : m_flush_statistics.orthographic; const auto& projection = xfmem.projection.rawProjection; // TODO: Potentially the viewport size could be used as weight for the flush count average. // This way a small minimap would have less effect than a fullscreen projection. const auto& viewport = xfmem.viewport; // FYI: This average is based on flushes. // It doesn't look at vertex counts like the heuristic does. counts.average_ratio.Push(CalculateProjectionViewportRatio(projection, viewport)); if (IsAnamorphicProjection(projection, viewport, g_ActiveConfig)) { ++counts.anamorphic_flush_count; counts.anamorphic_vertex_count += m_index_generator.GetIndexLen(); } else if (IsNormalProjection(projection, viewport, g_ActiveConfig)) { ++counts.normal_flush_count; counts.normal_vertex_count += m_index_generator.GetIndexLen(); } else { ++counts.other_flush_count; counts.other_vertex_count += m_index_generator.GetIndexLen(); } } auto& pixel_shader_manager = system.GetPixelShaderManager(); auto& geometry_shader_manager = system.GetGeometryShaderManager(); auto& vertex_shader_manager = system.GetVertexShaderManager(); auto& xf_state_manager = system.GetXFStateManager(); bool committed_hide_object_capture = false; // VR passthrough: coverage defaults to fully opaque each draw; a matching // Passthrough override below replaces it with the element's opacity for this draw. pixel_shader_manager.SetVRPassthroughAlpha(1.0f); if (g_ActiveConfig.bGraphicMods) { const double seconds_elapsed = static_cast(m_ticks_elapsed) / system.GetSystemTimers().GetTicksPerSecond(); pixel_shader_manager.constants.time_ms = seconds_elapsed * 1000; } CalculateNormals(VertexLoaderManager::GetCurrentVertexFormat()); // Calculate ZSlope for zfreeze const auto used_textures = UsedTextures(); std::vector texture_names; Common::SmallVector texture_units; std::array samplers; if (!m_cull_all) { if (!g_ActiveConfig.bGraphicMods) { for (const u32 i : used_textures) { const auto cache_entry = g_texture_cache->Load(i); if (!cache_entry) continue; const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width); samplers[i] = TextureCacheBase::GetSamplerState( i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips); } } else { for (const u32 i : used_textures) { const auto cache_entry = g_texture_cache->Load(i); if (cache_entry) { if (!Common::Contains(texture_names, cache_entry->texture_info_name)) { texture_names.push_back(cache_entry->texture_info_name); texture_units.push_back(i); } const float custom_tex_scale = cache_entry->GetWidth() / float(cache_entry->native_width); samplers[i] = TextureCacheBase::GetSamplerState( i, custom_tex_scale, cache_entry->is_custom_tex, cache_entry->has_arbitrary_mips); } } } } vertex_shader_manager.SetConstants(texture_names, xf_state_manager); if (!bpmem.genMode.zfreeze) { // Must be done after VertexShaderManager::SetConstants() CalculateZSlope(VertexLoaderManager::GetCurrentVertexFormat()); } else if (m_zslope.dirty && !m_cull_all) // or apply any dirty ZSlopes { pixel_shader_manager.SetZSlope(m_zslope.dfdx, m_zslope.dfdy, m_zslope.f0); m_zslope.dirty = false; } if (!m_cull_all) { CustomPixelShaderContents custom_pixel_shader_contents; std::optional custom_pixel_shader; std::vector custom_pixel_texture_names; std::span custom_pixel_shader_uniforms; bool skip = false; for (size_t i = 0; i < texture_names.size(); i++) { GraphicsModActionData::DrawStarted draw_started{texture_units, &skip, &custom_pixel_shader, &custom_pixel_shader_uniforms}; for (const auto& action : g_graphics_mod_manager->GetDrawStartedActions(texture_names[i])) { action->OnDrawStarted(&draw_started); if (custom_pixel_shader) { custom_pixel_shader_contents.shaders.push_back(*custom_pixel_shader); custom_pixel_texture_names.push_back(texture_names[i]); } custom_pixel_shader = std::nullopt; } } // Now the vertices can be flushed to the GPU. Everything following the CommitBuffer() call // must be careful to not upload any utility vertices, as the binding will be lost otherwise. const u32 num_indices = m_index_generator.GetIndexLen(); if (num_indices == 0) { HideObjectEngine::Engine::GetInstance().DiscardPendingCapturedPrefixes(); return; } // Texture loading can cause palettes to be applied (-> uniforms -> draws). // Palette application does not use vertices, only a full-screen quad, so this is okay. // Same with GPU texture decoding, which uses compute shaders. g_texture_cache->BindTextures(used_textures, samplers); if (!skip) { UpdatePipelineConfig(); UpdatePipelineObject(); bool shader_hunter_force_pink = false; if (m_current_pipeline_object) { // Shader Hunter: register shader hashes and check for skip. // Also check persistent overrides (always active, even when hunting is disabled). bool hunter_skip = false; bool elements_skip = false; bool texmgr_skip = false; auto& hunter = ShaderHunter::GetInstance(); auto& elements = ElementsGroupManager::GetInstance(); auto& texmgr = TextureElementManager::GetInstance(); const bool hunter_enabled = hunter.IsEnabled(); const bool hunter_debug_logging = hunter.IsDebugLogging(); const bool hunter_has_overrides = hunter.HasOverrides(); const bool elements_popup_open = elements.IsPopupOpen(); const bool elements_has_overrides = elements.HasOverrides(); const bool metroid_profile_active = GetCachedMetroidProfile() != MetroidElementProfile::None; const bool elements_runtime_active = elements_popup_open || elements_has_overrides || metroid_profile_active; const bool hunter_needs_families = hunter.NeedsShaderFamilySignatures(); const bool hunter_needs_textures = hunter.NeedsTextureHashes(); const bool texmgr_has_overrides = texmgr.HasOverrides(); const bool texmgr_hunter_active = texmgr.IsHunterActive(); const bool texmgr_active = texmgr_has_overrides || texmgr_hunter_active; // In flat 2D "cinema" mode the game renders mono exactly like a normal flat game. The // Shader/Elements/Textures overrides (and the hunter) only skip or reproject draws for // stereo VR, so running them here would corrupt the flat image and waste work — skip the // whole override/hunter pass when the panel path is active. const bool vr_flat_mode = g_ActiveConfig.vr_flat_screen; if (!vr_flat_mode && (hunter_enabled || hunter_has_overrides || hunter_debug_logging || elements_runtime_active || texmgr_active)) { const auto& vs = m_current_pipeline_config.vs_uid; const auto& ps = m_current_pipeline_config.ps_uid; const auto& gs = m_current_pipeline_config.gs_uid; const u64 vs_hash = Common::ComputeCRC32(vs.GetUidDataRaw(), static_cast(vs.GetUidDataSize())); const u64 ps_hash = Common::ComputeCRC32(ps.GetUidDataRaw(), static_cast(ps.GetUidDataSize())); const u64 gs_hash = Common::ComputeCRC32(gs.GetUidDataRaw(), static_cast(gs.GetUidDataSize())); std::array tex_hashes{}; std::array tex_names{}; const bool needs_texture_hashes = hunter_enabled || hunter_needs_textures || elements_runtime_active || texmgr_active; const bool needs_texture_names = hunter_enabled || elements_popup_open || texmgr_hunter_active; if (needs_texture_hashes || needs_texture_names) { for (u32 i = 0; i < 8; i++) { if (needs_texture_hashes) tex_hashes[i] = g_texture_cache->GetBoundTextureHash(i); if (needs_texture_names) tex_names[i] = g_texture_cache->GetBoundTextureName(i); } } if (hunter_enabled || hunter_needs_textures) hunter.SetCurrentDrawTextures(tex_hashes, tex_names); if (texmgr_hunter_active) texmgr.CaptureDrawTextures(tex_hashes, tex_names); u64 vs_family = 0; u64 ps_family = 0; u64 gs_family = 0; if (hunter_enabled || hunter_needs_families || elements_runtime_active) { vs_family = hunter.RegisterShader(ShaderHunter::ShaderType::Vertex, vs_hash, vs.GetUidDataRaw(), vs.GetUidDataSize()); ps_family = hunter.RegisterShader(ShaderHunter::ShaderType::Pixel, ps_hash, ps.GetUidDataRaw(), ps.GetUidDataSize()); gs_family = hunter.RegisterShader(ShaderHunter::ShaderType::Geometry, gs_hash, gs.GetUidDataRaw(), gs.GetUidDataSize()); hunter.SetCurrentDrawShaderFamilies(vs_family, ps_family, gs_family); } ShaderHunter::RuntimeElementSignature draw_signature{}; if (hunter_enabled || elements_runtime_active) { draw_signature = BuildRuntimeElementSignature(xfmem, bpmem); if (hunter_enabled) hunter.SetCurrentDrawSignature(draw_signature); } if (hunter_enabled) { hunter.RegisterDrawCombination(vs_hash, ps_hash, gs_hash); hunter_skip = hunter.ShouldSkipDraw(vs_hash, ps_hash, gs_hash); shader_hunter_force_pink = hunter.ShouldHighlightSelectedDraw(); } std::optional element_draw; MetroidElementLayer metroid_layer = MetroidElementLayer::Unknown; MetroidElementProfile metroid_profile = MetroidElementProfile::None; MetroidProjectionMetrics metroid_metrics{}; bool uses_mp2_dark_copy = false; bool uses_mp2_dark_highlight_copy = false; if (elements_runtime_active) { element_draw.emplace(ElementsGroupManager::DrawRecord{ .draw_index = -1, .draw_sequence = m_draw_counter + 1, .vs_hash = vs_hash, .ps_hash = ps_hash, .gs_hash = gs_hash, .vs_family = vs_family, .ps_family = ps_family, .gs_family = gs_family, .signature = draw_signature, .textures = tex_hashes, .texture_names = tex_names}); if (metroid_profile_active) { metroid_profile = GetCachedMetroidProfile(); metroid_metrics = BuildMetroidProjectionMetrics(xfmem, m_draw_counter); metroid_layer = GetMetroidElementClassifier().Classify(metroid_profile, metroid_metrics); if (IsMetroidPrime1Profile(metroid_profile) && IsMetroidPrime1ScannerPreviewMask(draw_signature)) { metroid_layer = MetroidElementLayer::ScanDarken; } element_draw->profile_id = metroid_profile; element_draw->profile_layer = metroid_layer; element_draw->profile_layer_name = std::string(MetroidElementLayerToDisplayName(metroid_layer)); if (IsMetroidPrime1Profile(metroid_profile)) { if (IsMetroidPrime1MenuContextLayer(metroid_layer)) { m_metroid_prime1_menu_context_seen = true; m_metroid_prime1_combat_context_seen = false; } else if (!m_metroid_prime1_menu_context_seen && IsMetroidPrime1CombatContextLayer(metroid_layer)) { m_metroid_prime1_combat_context_seen = true; } } // Trilogy resolves to TrilogyAuto (never a Prime2 profile), but its MP2 content // still copies the 408x286 dark-visor highlight source. That shape is // MP2-specific, so scan for it under TrilogyAuto too. The 640x448 full-view dark // copy stays Prime2-profile-only — under Trilogy that shape collides with MP1 // thermal sources. const bool trilogy_auto_profile = metroid_profile == MetroidElementProfile::TrilogyAuto; if (IsMetroidPrime2Profile(metroid_profile) || trilogy_auto_profile) { for (const u32 i : used_textures) { if (!trilogy_auto_profile && g_texture_cache->IsBoundMetroidPrime2DarkTexture(i)) uses_mp2_dark_copy = true; if (g_texture_cache->IsBoundMetroidPrime2DarkHighlightTexture(i)) uses_mp2_dark_highlight_copy = true; if (uses_mp2_dark_copy && uses_mp2_dark_highlight_copy) break; } } } HideObjectEngine::Engine::GetInstance().CommitCapturedPrefixesForDraw( element_draw->draw_sequence); committed_hide_object_capture = true; const auto preview_action = elements.RegisterDraw(*element_draw); elements_skip = preview_action == ElementsGroupManager::PreviewAction::Skip; if (preview_action == ElementsGroupManager::PreviewAction::Pink) shader_hunter_force_pink = true; } // Register flag shaders (must be before skip/handling checks) if (hunter_has_overrides) hunter.RegisterFlags(vs_hash, ps_hash, gs_hash); if (elements_runtime_active) elements.RegisterFlagsForDraw(*element_draw); if (!hunter_skip && !elements_skip && elements_has_overrides) elements_skip = elements.ShouldSkipByOverride(*element_draw); if (!hunter_skip && !elements_skip && metroid_profile_active) elements_skip = GetMetroidLayerBehavior(metroid_layer).skip; if (!hunter_skip && !elements_skip && hunter_has_overrides) hunter_skip = hunter.ShouldSkipByOverride(vs_hash, ps_hash, gs_hash); // Texture Element Override skip: match purely on bound texture hash (fallback). if (!hunter_skip && !elements_skip && texmgr_has_overrides) texmgr_skip = texmgr.ShouldSkipByTexture(tex_hashes); // Live preview while the Texture Hunter browser is open: skip or pink-highlight draws // binding a checked texture (Skip/Pink chosen in the browser's Preview mode toggle). if (texmgr_hunter_active && texmgr.HasPreviewMatch(tex_hashes)) { if (texmgr.IsPreviewPink()) shader_hunter_force_pink = true; else texmgr_skip = true; } // Check for screen/fullscreen handling overrides (VR stereo mode override) if (!hunter_skip && !elements_skip && !texmgr_skip) { auto handling = ShaderHunter::HandlingType::Skip; float element_depth = -1.0f; float units_per_meter = -1.0f; float passthrough_opacity = 0.0f; ElementsGroupManager::CameraAnchorParams anchor_params; ElementsGroupManager::ControllerAnchorParams controller_anchor_params; const MetroidHydraHudSettings metroid_hydra_hud = metroid_profile_active ? GetMetroidHydraHudSettings(metroid_profile, metroid_layer, m_metroid_game_id) : MetroidHydraHudSettings{}; if (elements_has_overrides) handling = elements.GetOverrideHandling(*element_draw); if (handling != ShaderHunter::HandlingType::Skip) { if (handling == ShaderHunter::HandlingType::Screen || handling == ShaderHunter::HandlingType::HeadLocked) { element_depth = elements.GetOverrideElementDepth(*element_draw); } else if (handling == ShaderHunter::HandlingType::UnitsPerMeter) { units_per_meter = elements.GetOverrideUnitsPerMeter(*element_draw); } else if (handling == ShaderHunter::HandlingType::Passthrough) { passthrough_opacity = elements.GetOverridePassthroughOpacity(*element_draw); } else if (handling == ShaderHunter::HandlingType::CameraAnchor) { elements.GetOverrideCameraAnchor(*element_draw, &anchor_params); } else if (handling == ShaderHunter::HandlingType::ControllerAnchor) { elements.GetOverrideControllerAnchor(*element_draw, &controller_anchor_params); } } else if (hunter_has_overrides) { handling = hunter.GetOverrideHandling(vs_hash, ps_hash, gs_hash); if (handling == ShaderHunter::HandlingType::Screen || handling == ShaderHunter::HandlingType::HeadLocked) { element_depth = hunter.GetOverrideElementDepth(vs_hash, ps_hash, gs_hash); } else if (handling == ShaderHunter::HandlingType::UnitsPerMeter) { units_per_meter = hunter.GetOverrideUnitsPerMeter(vs_hash, ps_hash, gs_hash); } else if (handling == ShaderHunter::HandlingType::Passthrough) { passthrough_opacity = hunter.GetOverridePassthroughOpacity(vs_hash, ps_hash, gs_hash); } else if (handling == ShaderHunter::HandlingType::CameraAnchor) { hunter.GetOverrideCameraAnchor(vs_hash, ps_hash, gs_hash, &anchor_params); } else if (handling == ShaderHunter::HandlingType::ControllerAnchor) { hunter.GetOverrideControllerAnchor(vs_hash, ps_hash, gs_hash, &controller_anchor_params); } } // Texture Element Override (fallback): match purely on bound texture hash, applied // only when neither Elements nor Shader overrides produced a handling for this draw. if (handling == ShaderHunter::HandlingType::Skip && texmgr_has_overrides) { handling = texmgr.GetHandlingForTextures(tex_hashes, &element_depth, &units_per_meter, &passthrough_opacity, &anchor_params, &controller_anchor_params); } if (handling == ShaderHunter::HandlingType::Skip && metroid_profile_active) handling = GetMetroidLayerBehavior(metroid_layer).handling; if (handling == ShaderHunter::HandlingType::Skip && uses_mp2_dark_copy) { handling = ShaderHunter::HandlingType::Fullscreen; } if (handling == ShaderHunter::HandlingType::Skip && uses_mp2_dark_highlight_copy && !metroid_metrics.perspective) { handling = ShaderHunter::HandlingType::Fullscreen; } if (handling == ShaderHunter::HandlingType::Screen) { geometry_shader_manager.vr_stereo_override = -1.0f; if (element_depth >= 0.0f) geometry_shader_manager.vr_element_depth_override = element_depth; } else if (handling == ShaderHunter::HandlingType::Fullscreen) { geometry_shader_manager.vr_stereo_override = 0.0f; } else if (handling == ShaderHunter::HandlingType::FullscreenMono) { geometry_shader_manager.vr_stereo_override = 0.0f; } else if (handling == ShaderHunter::HandlingType::HeadLocked) { const bool perspective_metroid_hud = metroid_hydra_hud.perspective_hud && metroid_metrics.perspective; geometry_shader_manager.vr_stereo_override = perspective_metroid_hud ? -3.0f : -2.0f; if (metroid_hydra_hud.enabled) { const auto& pnm = vertex_shader_manager.constants.posnormalmatrix; const float metroid_hud_ref_z = pnm[2][3]; int metroid_hud_context = METROID_HUD_CONTEXT_DEFAULT; if (IsMetroidPrime1Profile(metroid_profile)) { if (m_metroid_prime1_menu_context_seen) metroid_hud_context = METROID_HUD_CONTEXT_MENU; else if (m_metroid_prime1_combat_context_seen) metroid_hud_context = METROID_HUD_CONTEXT_COMBAT; } // Radar/minimap layers self-centre on their own origin depth in the -3 path // (consumed and reset by GeometryShaderManager::SetConstants). const std::string_view layer_name = MetroidElementLayerToININame(metroid_layer); geometry_shader_manager.vr_metroid_hud_self_center = layer_name.find("RADAR") != std::string_view::npos; geometry_shader_manager.vr_metroid_hud_anchor_candidate = perspective_metroid_hud && (IsMetroidPerspectiveHudAnchorLayer(metroid_layer) || IsMetroidPrime1CombatHudAnchorCandidate(metroid_layer, metroid_hud_ref_z, metroid_hud_context)); geometry_shader_manager.vr_metroid_hud_reference_context = metroid_hud_context; } if (element_depth >= 0.0f) geometry_shader_manager.vr_element_depth_override = element_depth; if (metroid_hydra_hud.enabled) { if (metroid_hydra_hud.scale > 0.0f) { geometry_shader_manager.vr_units_per_meter_override = g_ActiveConfig.vr_units_per_meter * metroid_hydra_hud.scale; } geometry_shader_manager.vr_headlocked_projection_scale_x = metroid_hydra_hud.width; geometry_shader_manager.vr_headlocked_projection_scale_y = metroid_hydra_hud.height; geometry_shader_manager.vr_headlocked_projection_offset_x = metroid_hydra_hud.right; geometry_shader_manager.vr_headlocked_projection_offset_y = metroid_hydra_hud.up; } } else if (handling == ShaderHunter::HandlingType::UnitsPerMeter) { if (units_per_meter > 0.0f) geometry_shader_manager.vr_units_per_meter_override = units_per_meter; } else if (handling == ShaderHunter::HandlingType::Passthrough) { // PS-side only: the draw keeps its normal projection; its pixels write the // override's opacity into the coverage target, becoming a camera window. pixel_shader_manager.SetVRPassthroughAlpha( std::clamp(passthrough_opacity, 0.0f, 1.0f)); } else if (handling == ShaderHunter::HandlingType::CameraAnchor) { // The element's object-space origin in game view space (game units): the // translation column of the current position matrix. Captured as this frame's // pending anchor; OpenXRManager latches it at frame end so all draws of the // NEXT frame render from it (never mid-frame). The draw itself renders // normally unless the override hides it. Gating capture (not application) on // the toggle means disabling glides the camera back to the default position. if (g_ActiveConfig.stereo_mode == StereoMode::OpenXR && !vr_flat_mode && g_ActiveConfig.vr_enable_camera_anchor && VR::g_openxr && VR::g_openxr->IsSessionRunning()) { const auto& pnm = vertex_shader_manager.constants.posnormalmatrix; // Convert the meter offsets with the scale actually in effect (which the // anchor itself may be driving), so they stay the requested real-world size // while an anchor scale glides in. const float upm = VR::g_openxr->GetEffectiveUnitsPerMeter(); // Offset is {right, up, forward} in meters; view space is +X right, +Y up, // -Z forward (same convention as the Camera Forward/Height settings). const float ax = pnm[0][3] + anchor_params.offset[0] * upm; const float ay = pnm[1][3] + anchor_params.offset[1] * upm; const float az = pnm[2][3] - anchor_params.offset[2] * upm; // Rig rotation (columns = rig axes in view space). The element's object axes // in view space are the columns of the matrix's 3x3 block; the yaw offset // corrects models whose forward axis is not object +Z. Scale is removed by // the orthonormalization in CommitCameraAnchorFrame. constexpr float DEG_TO_RAD = 0.01745329252f; std::array anchor_rot = {1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f}; if (anchor_params.rotation == ShaderHunter::AnchorRotationMode::Full) { const float yaw = anchor_params.yaw_offset_deg * DEG_TO_RAD; const float cy = std::cos(yaw); const float sy = std::sin(yaw); // A = M_element * RotY(yaw): the correction spins the rig about the // element's own up axis before mapping into view space. for (int r = 0; r < 3; ++r) { anchor_rot[r * 3 + 0] = pnm[r][0] * cy - pnm[r][2] * sy; anchor_rot[r * 3 + 1] = pnm[r][1]; anchor_rot[r * 3 + 2] = pnm[r][0] * sy + pnm[r][2] * cy; } } else if (anchor_params.rotation == ShaderHunter::AnchorRotationMode::YawOnly) { // Heading of the element's object +Z axis in the view's horizontal plane; // pitch/roll are dropped so the horizon stays level (comfort). const float vx = pnm[0][2]; const float vz = pnm[2][2]; float yaw = (vx * vx + vz * vz > 1e-8f) ? std::atan2(vx, vz) : 0.0f; yaw += anchor_params.yaw_offset_deg * DEG_TO_RAD; const float cy = std::cos(yaw); const float sy = std::sin(yaw); anchor_rot = {cy, 0.0f, sy, 0.0f, 1.0f, 0.0f, -sy, 0.0f, cy}; } VR::g_openxr->SetPendingCameraAnchor(ax, ay, az, anchor_rot, anchor_params.units_per_meter); if (hunter_debug_logging) { INFO_LOG_FMT(VIDEO, "VR_ANCHOR: draw#{} pos=({:.2f},{:.2f},{:.2f}) offset_m=({:.2f}," "{:.2f},{:.2f}) rot={} yaw_off={:.0f} upm={:.2f}(eff {:.2f}) " "hide={}", m_draw_counter, pnm[0][3], pnm[1][3], pnm[2][3], anchor_params.offset[0], anchor_params.offset[1], anchor_params.offset[2], static_cast(anchor_params.rotation), anchor_params.yaw_offset_deg, anchor_params.units_per_meter, upm, anchor_params.hide); } if (anchor_params.hide) elements_skip = true; } } else if (handling == ShaderHunter::HandlingType::ControllerAnchor) { // The element is repositioned to a VR controller: the position matrix // translation is replaced with the controller's aim pose mapped into game // view space (same space/units as the projection's eye offsets), plus the // override's meter offsets. With rotation follow the 3x3 (and normal rows) // are rebuilt from the controller orientation too; otherwise orientation // stays game-driven. Scale is always preserved. SetPosNormalChanged makes // the next flush reload the real matrix from XF memory so the write lives // for exactly one draw. Draws with per-vertex position-matrix indices // (posmtx) ignore posnormalmatrix entirely — the log flags those so a // non-moving element is diagnosable immediately. if (g_ActiveConfig.stereo_mode == StereoMode::OpenXR && !vr_flat_mode && g_ActiveConfig.vr_enable_controller_anchor && VR::g_openxr && VR::g_openxr->IsSessionRunning()) { // Same scale the camera is using this frame (a Camera Anchor may be driving // it), or the hands would land at the wrong distance in the anchored view. const float upm = VR::g_openxr->GetEffectiveUnitsPerMeter(); std::array hand_pos{}; std::array hand_rot{}; if (VR::g_openxr->GetControllerAnchorViewPose(controller_anchor_params.hand, upm, &hand_pos, &hand_rot)) { auto& pnm = vertex_shader_manager.constants.posnormalmatrix; const float old_x = pnm[0][3], old_y = pnm[1][3], old_z = pnm[2][3]; const float off_x = controller_anchor_params.offset[0] * upm; const float off_y = controller_anchor_params.offset[1] * upm; const float off_z = -controller_anchor_params.offset[2] * upm; float dx = off_x, dy = off_y, dz = off_z; if (controller_anchor_params.rotation) { // Offsets ride the controller frame so the element stays rigidly // attached (a view-space offset would drift around the grip as the // hand turns). dx = hand_rot[0] * off_x + hand_rot[1] * off_y + hand_rot[2] * off_z; dy = hand_rot[3] * off_x + hand_rot[4] * off_y + hand_rot[5] * off_z; dz = hand_rot[6] * off_x + hand_rot[7] * off_y + hand_rot[8] * off_z; } pnm[0][3] = hand_pos[0] + dx; pnm[1][3] = hand_pos[1] + dy; pnm[2][3] = hand_pos[2] + dz; if (controller_anchor_params.rotation) { // 3x3 = (A*C)*X: controller orientation in view space times the // model-axis correction. The game matrix's per-axis scale (column // norms) is preserved so the model keeps its size; the normal rows // get the pure rotation (the correct inverse-transpose for a rigid // transform, and stale game normals would light the element wrong // as it turns). const std::array m = Mul3x3( hand_rot, ControllerAnchorAxisCorrection(controller_anchor_params.yaw_deg, controller_anchor_params.pitch_deg, controller_anchor_params.roll_deg)); for (int c = 0; c < 3; ++c) { const float len = std::sqrt(pnm[0][c] * pnm[0][c] + pnm[1][c] * pnm[1][c] + pnm[2][c] * pnm[2][c]); const float s = len > 1e-6f ? len : 1.0f; pnm[0][c] = m[0 + c] * s; pnm[1][c] = m[3 + c] * s; pnm[2][c] = m[6 + c] * s; pnm[3][c] = m[0 + c]; pnm[4][c] = m[3 + c]; pnm[5][c] = m[6 + c]; } } vertex_shader_manager.dirty = true; xf_state_manager.SetPosNormalChanged(); if (hunter_debug_logging) { const NativeVertexFormat* fmt = VertexLoaderManager::GetCurrentVertexFormat(); const bool posmtx = fmt && fmt->GetVertexDeclaration().posmtx.enable; INFO_LOG_FMT(VIDEO, "VR_HANDANCHOR: draw#{} hand={} posmtx={} rot={} " "old=({:.2f},{:.2f},{:.2f}) new=({:.2f},{:.2f},{:.2f})", m_draw_counter, controller_anchor_params.hand == 0 ? "L" : "R", posmtx ? 1 : 0, controller_anchor_params.rotation ? 1 : 0, old_x, old_y, old_z, pnm[0][3], pnm[1][3], pnm[2][3]); } } else if (hunter_debug_logging) { INFO_LOG_FMT(VIDEO, "VR_HANDANCHOR: draw#{} hand={} pose unavailable", m_draw_counter, controller_anchor_params.hand == 0 ? "L" : "R"); } } } else { // No override matched — log for debugging if relevant hunter.DebugLogUnmatched(vs_hash, ps_hash, gs_hash); } } // ClearEFB is an independent flag, checked regardless of handling type. // This lets an element be e.g. Skip+ClearEFB or Screen+ClearEFB. if (elements_has_overrides) elements.CheckClearEFBForDraw(*element_draw); // VR Draw Debug Logging: log every draw call's projection, viewport, scissor, and // shader hashes so we can identify how specific visual elements (e.g. cinematic bars) // are drawn. if (hunter.IsDebugLogging()) [[unlikely]] { const auto& proj = xfmem.projection; const auto& vp = xfmem.viewport; const auto& scTL = bpmem.scissorTL; const auto& scBR = bpmem.scissorBR; const u32 nidx = m_index_generator.GetIndexLen(); const bool z_test = bpmem.zmode.test_enable != 0; const bool color_update = bpmem.blendmode.color_update != 0; const bool alpha_update = bpmem.blendmode.alpha_update != 0; const bool z_update = bpmem.zmode.update_enable != 0; if (proj.type == ProjectionType::Orthographic) { const float* p = proj.rawProjection.data(); const float left = -(p[1] + 1) / p[0]; const float right = left + 2 / p[0]; const float bottom = -(p[3] + 1) / p[2]; const float top = bottom + 2 / p[2]; const float zfar = p[5] / p[4]; const float znear = (1 + p[4] * zfar) / p[4]; INFO_LOG_FMT(VIDEO, "VR_DRAW #{}: ORTHO l={:.1f} r={:.1f} t={:.1f} b={:.1f} n={:.1f} " "f={:.1f} | VP({:.0f},{:.0f} {:.0f}x{:.0f}) | SC({},{} {},{})" " | VS={:08x} PS={:08x} GS={:08x} | idx={} col={} alpha={} zt={} " "z={} zf={} | skip={}", m_draw_counter, left, right, top, bottom, znear, zfar, vp.xOrig, vp.yOrig, vp.wd, vp.ht, scTL.x, scTL.y, scBR.x, scBR.y, vs_hash, ps_hash, gs_hash, nidx, color_update, alpha_update, z_test, z_update, bpmem.zmode.func, hunter_skip); } else { const float* p = proj.rawProjection.data(); const float hfov = 2 * std::atan(1.0f / p[0]) * 180.0f / 3.14159265f; const float vfov = 2 * std::atan(1.0f / p[2]) * 180.0f / 3.14159265f; const float f = p[5] / p[4]; const float n = f * p[4] / (p[4] - 1); INFO_LOG_FMT(VIDEO, "VR_DRAW #{}: PERSP hfov={:.2f} vfov={:.2f} n={:.2f} f={:.2f}" " | VP({:.0f},{:.0f} {:.0f}x{:.0f}) | SC({},{} {},{})" " | VS={:08x} PS={:08x} GS={:08x} | idx={} col={} alpha={} zt={} " "z={} zf={} | skip={}", m_draw_counter, hfov, vfov, n, f, vp.xOrig, vp.yOrig, vp.wd, vp.ht, scTL.x, scTL.y, scBR.x, scBR.y, vs_hash, ps_hash, gs_hash, nidx, color_update, alpha_update, z_test, z_update, bpmem.zmode.func, hunter_skip); } } } // Auto-detect EFB-copy effects: bloom, motion blur, and post-processing draw as ortho // quads sampling textures the game just copied out of the EFB, so the virtual-screen // path would capture them and smear a whole-scene effect across the 2D screen. When // such a draw has no explicit override, render it natively into both eye layers // instead (same as a manual Fullscreen override). Downscaled copies are effect // buffers by construction; full-resolution copies qualify only when blended over the // scene, so opaque frozen-frame quads (pause-menu backgrounds) stay on the screen. if (g_ActiveConfig.stereo_mode == StereoMode::OpenXR && !vr_flat_mode && g_ActiveConfig.vr_virtual_screen && g_ActiveConfig.vr_auto_native_efb_effects && !hunter_skip && !elements_skip && !texmgr_skip && std::isnan(geometry_shader_manager.vr_stereo_override) && xfmem.projection.type != ProjectionType::Perspective) { const bool blend_active = bpmem.blendmode.blend_enable || bpmem.blendmode.subtract; for (const u32 i : used_textures) { u32 copy_width = 0; u32 copy_height = 0; if (!g_texture_cache->IsBoundEfbCopy(i, ©_width, ©_height)) continue; const bool downscaled = copy_width * 2 <= EFB_WIDTH && copy_height * 2 <= EFB_HEIGHT; if (downscaled || blend_active) { geometry_shader_manager.vr_stereo_override = 0.0f; break; } } } // Exact virtual-screen depth: swap in the depth-exporting PS variant for draws that land // on the VR virtual screen (Screen/HeadLocked overrides and natural ortho draws). The PS // then writes the game's flat-screen depth from the flat-interpolated VS capture, // restoring GX's deterministic equal-depth semantics (fixes menu z-fighting). This runs // AFTER the hunter hashes were computed, so signature hashes stay stable regardless of // the toggle. The -3.0 Metroid perspective-HUD path keeps its own depth handling. if (g_ActiveConfig.stereo_mode == StereoMode::OpenXR && g_ActiveConfig.vr_exact_screen_depth) { const float stereo_ovr = geometry_shader_manager.vr_stereo_override; const bool forced_screen = !std::isnan(stereo_ovr) && (stereo_ovr == -1.0f || stereo_ovr == -2.0f); const bool natural_ortho = std::isnan(stereo_ovr) && xfmem.projection.type != ProjectionType::Perspective && g_ActiveConfig.vr_virtual_screen; if (forced_screen || natural_ortho) { auto* const ps_uid_data = m_current_pipeline_config.ps_uid.GetUidData(); auto* const uber_ps_uid_data = m_current_uber_pipeline_config.ps_uid.GetUidData(); if (!ps_uid_data->vr_screen_exact_depth || !uber_ps_uid_data->vr_screen_exact_depth) { ps_uid_data->vr_screen_exact_depth = 1; uber_ps_uid_data->vr_screen_exact_depth = 1; m_pipeline_config_changed = true; UpdatePipelineObject(); } } } if (!hunter_skip && !elements_skip && !texmgr_skip) { if (shader_hunter_force_pink && !m_pink_pixel_shader) { // Simple PS that outputs solid magenta, like 3DMigoto's hunting mode. // No #version or #defines — the backend prepends its own SHADER_HEADER // (with #version 450, type aliases, etc.) before SPIRV compilation. // Outputs both ocol0 and ocol1 (dual-source blending index 1) so shaders // using SRC1_ALPHA blend modes still render visibly. constexpr std::string_view pink_source = "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 0) out float4 ocol0;\n" "FRAGMENT_OUTPUT_LOCATION_INDEXED(0, 1) out float4 ocol1;\n" "void main() {\n" " ocol0 = float4(1.0, 0.0, 1.0, 1.0);\n" " ocol1 = float4(0.0, 0.0, 0.0, 1.0);\n" "}\n"; m_pink_pixel_shader = g_gfx->CreateShaderFromSource( ShaderStage::Pixel, pink_source, nullptr, "Pink Highlight"); if (!m_pink_pixel_shader) WARN_LOG_FMT(VIDEO, "Failed to compile pink highlight pixel shader"); } m_force_pink_ps = shader_hunter_force_pink; const AbstractPipeline* pipeline_object = m_current_pipeline_object; if (!custom_pixel_shader_contents.shaders.empty()) { const AbstractPipeline* custom_pipeline = nullptr; if (const auto async_pipeline = GetCustomPipeline(custom_pixel_shader_contents, m_current_pipeline_config, m_current_uber_pipeline_config, m_current_pipeline_object)) { custom_pipeline = async_pipeline; } if (custom_pipeline) { pipeline_object = custom_pipeline; } } RenderDrawCall(pixel_shader_manager, geometry_shader_manager, custom_pixel_shader_contents, custom_pixel_shader_uniforms, m_current_primitive_type, pipeline_object); m_force_pink_ps = false; } } } if (!committed_hide_object_capture) HideObjectEngine::Engine::GetInstance().DiscardPendingCapturedPrefixes(); // Even if we skip the draw, emulated state should still be impacted OnDraw(); // The EFB cache is now potentially stale. g_framebuffer_manager->FlagPeekCacheAsOutOfDate(); } else { HideObjectEngine::Engine::GetInstance().DiscardPendingCapturedPrefixes(); } if (xfmem.numTexGen.numTexGens != bpmem.genMode.numtexgens) { ERROR_LOG_FMT(VIDEO, "xf.numtexgens ({}) does not match bp.numtexgens ({}). Error in command stream.", xfmem.numTexGen.numTexGens, bpmem.genMode.numtexgens.Value()); } } void VertexManagerBase::DoState(PointerWrap& p) { if (p.IsReadMode()) { // Flush old vertex data before loading state. Flush(); } p.Do(m_zslope); p.Do(VertexLoaderManager::normal_cache); p.Do(VertexLoaderManager::tangent_cache); p.Do(VertexLoaderManager::binormal_cache); } void VertexManagerBase::CalculateZSlope(NativeVertexFormat* format) { float out[12]; float viewOffset[2] = {xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2, xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2}; if (m_current_primitive_type != PrimitiveType::Triangles && m_current_primitive_type != PrimitiveType::TriangleStrip) { return; } // Global matrix ID. u32 mtxIdx = g_main_cp_state.matrix_index_a.PosNormalMtxIdx; const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration(); // Make sure the buffer contains at least 3 vertices. if ((m_cur_buffer_pointer - m_base_buffer_pointer) < (vert_decl.stride * 3)) return; // Lookup vertices of the last rendered triangle and software-transform them // This allows us to determine the depth slope, which will be used if z-freeze // is enabled in the following flush. auto& system = Core::System::GetInstance(); auto& vertex_shader_manager = system.GetVertexShaderManager(); for (unsigned int i = 0; i < 3; ++i) { // If this vertex format has per-vertex position matrix IDs, look it up. if (vert_decl.posmtx.enable) mtxIdx = VertexLoaderManager::position_matrix_index_cache[2 - i]; if (vert_decl.position.components == 2) VertexLoaderManager::position_cache[2 - i][2] = 0; vertex_shader_manager.TransformToClipSpace(&VertexLoaderManager::position_cache[2 - i][0], &out[i * 4], mtxIdx); // Transform to Screenspace float inv_w = 1.0f / out[3 + i * 4]; out[0 + i * 4] = out[0 + i * 4] * inv_w * xfmem.viewport.wd + viewOffset[0]; out[1 + i * 4] = out[1 + i * 4] * inv_w * xfmem.viewport.ht + viewOffset[1]; out[2 + i * 4] = out[2 + i * 4] * inv_w * xfmem.viewport.zRange + xfmem.viewport.farZ; } float dx31 = out[8] - out[0]; float dx12 = out[0] - out[4]; float dy12 = out[1] - out[5]; float dy31 = out[9] - out[1]; float DF31 = out[10] - out[2]; float DF21 = out[6] - out[2]; float a = DF31 * -dy12 - DF21 * dy31; float b = dx31 * DF21 + dx12 * DF31; float c = -dx12 * dy31 - dx31 * -dy12; // Sometimes we process de-generate triangles. Stop any divide by zeros if (c == 0) return; m_zslope.dfdx = -a / c; m_zslope.dfdy = -b / c; m_zslope.f0 = out[2] - (out[0] * m_zslope.dfdx + out[1] * m_zslope.dfdy); m_zslope.dirty = true; } void VertexManagerBase::CalculateNormals(NativeVertexFormat* format) { const PortableVertexDeclaration vert_decl = format->GetVertexDeclaration(); // Only update the binormal/tangent vertex shader constants if the vertex format lacks binormals // (VertexLoaderManager::binormal_cache gets updated by the vertex loader when binormals are // present, though) if (vert_decl.normals[1].enable) return; VertexLoaderManager::tangent_cache[3] = 0; VertexLoaderManager::binormal_cache[3] = 0; auto& system = Core::System::GetInstance(); auto& vertex_shader_manager = system.GetVertexShaderManager(); if (vertex_shader_manager.constants.cached_tangent != VertexLoaderManager::tangent_cache) { vertex_shader_manager.constants.cached_tangent = VertexLoaderManager::tangent_cache; vertex_shader_manager.dirty = true; } if (vertex_shader_manager.constants.cached_binormal != VertexLoaderManager::binormal_cache) { vertex_shader_manager.constants.cached_binormal = VertexLoaderManager::binormal_cache; vertex_shader_manager.dirty = true; } if (vert_decl.normals[0].enable) return; VertexLoaderManager::normal_cache[3] = 0; if (vertex_shader_manager.constants.cached_normal != VertexLoaderManager::normal_cache) { vertex_shader_manager.constants.cached_normal = VertexLoaderManager::normal_cache; vertex_shader_manager.dirty = true; } } void VertexManagerBase::UpdatePipelineConfig() { NativeVertexFormat* vertex_format = VertexLoaderManager::GetCurrentVertexFormat(); if (vertex_format != m_current_pipeline_config.vertex_format) { m_current_pipeline_config.vertex_format = vertex_format; m_current_uber_pipeline_config.vertex_format = VertexLoaderManager::GetUberVertexFormat(vertex_format->GetVertexDeclaration()); m_pipeline_config_changed = true; } VertexShaderUid vs_uid = GetVertexShaderUid(); if (vs_uid != m_current_pipeline_config.vs_uid) { m_current_pipeline_config.vs_uid = vs_uid; m_current_uber_pipeline_config.vs_uid = UberShader::GetVertexShaderUid(); m_pipeline_config_changed = true; } PixelShaderUid ps_uid = GetPixelShaderUid(); if (ps_uid != m_current_pipeline_config.ps_uid) { m_current_pipeline_config.ps_uid = ps_uid; m_current_uber_pipeline_config.ps_uid = UberShader::GetPixelShaderUid(); m_pipeline_config_changed = true; } GeometryShaderUid gs_uid = GetGeometryShaderUid(GetCurrentPrimitiveType()); if (gs_uid != m_current_pipeline_config.gs_uid) { m_current_pipeline_config.gs_uid = gs_uid; m_current_uber_pipeline_config.gs_uid = gs_uid; m_pipeline_config_changed = true; } if (m_rasterization_state_changed) { m_rasterization_state_changed = false; RasterizationState new_rs = {}; new_rs.Generate(bpmem, m_current_primitive_type); if (new_rs != m_current_pipeline_config.rasterization_state) { m_current_pipeline_config.rasterization_state = new_rs; m_current_uber_pipeline_config.rasterization_state = new_rs; m_pipeline_config_changed = true; } } if (m_depth_state_changed) { m_depth_state_changed = false; DepthState new_ds = {}; new_ds.Generate(bpmem); if (new_ds != m_current_pipeline_config.depth_state) { m_current_pipeline_config.depth_state = new_ds; m_current_uber_pipeline_config.depth_state = new_ds; m_pipeline_config_changed = true; } } if (m_blending_state_changed) { m_blending_state_changed = false; BlendingState new_bs = {}; new_bs.Generate(bpmem); if (new_bs != m_current_pipeline_config.blending_state) { m_current_pipeline_config.blending_state = new_bs; m_current_uber_pipeline_config.blending_state = new_bs; m_pipeline_config_changed = true; } } } void VertexManagerBase::UpdatePipelineObject() { if (!m_pipeline_config_changed) return; m_current_pipeline_object = nullptr; m_current_pipeline_is_uber = false; m_pipeline_config_changed = false; switch (g_ActiveConfig.iShaderCompilationMode) { case ShaderCompilationMode::Synchronous: { // Ubershaders disabled? Block and compile the specialized shader. m_current_pipeline_object = g_shader_cache->GetPipelineForUid(m_current_pipeline_config); } break; case ShaderCompilationMode::SynchronousUberShaders: { // Exclusive ubershader mode, always use ubershaders. m_current_pipeline_is_uber = true; m_current_pipeline_object = g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config); } break; case ShaderCompilationMode::AsynchronousUberShaders: case ShaderCompilationMode::AsynchronousSkipRendering: { // Can we background compile shaders? If so, get the pipeline asynchronously. auto res = g_shader_cache->GetPipelineForUidAsync(m_current_pipeline_config); if (res) { // Specialized shaders are ready, prefer these. m_current_pipeline_object = *res; return; } if (g_ActiveConfig.iShaderCompilationMode == ShaderCompilationMode::AsynchronousUberShaders) { // Specialized shaders not ready, use the ubershaders. m_current_pipeline_is_uber = true; m_current_pipeline_object = g_shader_cache->GetUberPipelineForUid(m_current_uber_pipeline_config); } else { // Ensure we try again next draw. Otherwise, if no registers change between frames, the // object will never be drawn, even when the shader is ready. m_pipeline_config_changed = true; } } break; } } void VertexManagerBase::OnConfigChange() { // Reload index generator function tables in case VS expand config changed m_index_generator.Init(); } void VertexManagerBase::OnDraw() { m_draw_counter++; // If the last efb copy was too close to the one before it, don't forget about it until the next // efb copy happens (which might not be for a long time) u32 diff = m_draw_counter - m_last_efb_copy_draw_counter; if (m_unflushed_efb_copy && diff > MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK) { g_gfx->Flush(); m_unflushed_efb_copy = false; m_last_efb_copy_draw_counter = m_draw_counter; } // If we didn't have any CPU access last frame, do nothing. if (m_scheduled_command_buffer_kicks.empty() || !m_allow_background_execution) return; // Check if this draw is scheduled to kick a command buffer. // The draw counters will always be sorted so a binary search is possible here. if (std::ranges::binary_search(m_scheduled_command_buffer_kicks, m_draw_counter)) { // Kick a command buffer on the background thread. g_gfx->Flush(); m_unflushed_efb_copy = false; m_last_efb_copy_draw_counter = m_draw_counter; } } void VertexManagerBase::OnCPUEFBAccess() { // Check this isn't another access without any draws in between. if (!m_cpu_accesses_this_frame.empty() && m_cpu_accesses_this_frame.back() == m_draw_counter) return; // Store the current draw counter for scheduling in OnEndFrame. m_cpu_accesses_this_frame.emplace_back(m_draw_counter); } void VertexManagerBase::OnEFBCopyToRAM() { // If we're not deferring, try to preempt it next frame. if (!g_ActiveConfig.bDeferEFBCopies) { OnCPUEFBAccess(); return; } // Otherwise, only execute if we have at least 10 objects between us and the last copy. const u32 diff = m_draw_counter - m_last_efb_copy_draw_counter; m_last_efb_copy_draw_counter = m_draw_counter; if (diff < MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK) { m_unflushed_efb_copy = true; return; } m_unflushed_efb_copy = false; g_gfx->Flush(); } void VertexManagerBase::OnEndFrame() { auto& hunter = ShaderHunter::GetInstance(); // Lazy-load shader overrides and hide object codes when game ID becomes available or changes const std::string game_id = SConfig::GetInstance().GetGameID(); if (!game_id.empty()) { hunter.LoadOverridesIfNeeded(game_id); ElementsGroupManager::GetInstance().LoadOverridesIfNeeded(game_id); TextureElementManager::GetInstance().LoadOverridesIfNeeded(game_id); HideObjectEngine::Engine::GetInstance().LoadCodesIfNeeded(game_id); } hunter.OnFrameEnd(); CullingCodeFinder::GetInstance().OnFrameEnd(); ElementsGroupManager::GetInstance().OnFrameEnd(); if (VR::g_openxr) VR::g_openxr->CommitCameraAnchorFrame(); TextureElementManager::GetInstance().OnFrameEnd(); HideObjectEngine::Engine::GetInstance().OnFrameEnd(); GetMetroidElementClassifier().ResetFrame(); m_metroid_prime1_combat_context_seen = false; m_metroid_prime1_menu_context_seen = false; m_draw_counter = 0; m_last_efb_copy_draw_counter = 0; m_scheduled_command_buffer_kicks.clear(); // If we have no CPU access at all, leave everything in the one command buffer for maximum // parallelism between CPU/GPU, at the cost of slightly higher latency. if (m_cpu_accesses_this_frame.empty()) return; // In order to reduce CPU readback latency, we want to kick a command buffer roughly halfway // between the draw counters that invoked the readback, or every 250 draws, whichever is // smaller. if (g_ActiveConfig.iCommandBufferExecuteInterval > 0) { u32 last_draw_counter = 0; u32 interval = static_cast(g_ActiveConfig.iCommandBufferExecuteInterval); for (u32 draw_counter : m_cpu_accesses_this_frame) { // We don't want to waste executing command buffers for only a few draws, so set a minimum. // Leave last_draw_counter as-is, so we get the correct number of draws between submissions. u32 draw_count = draw_counter - last_draw_counter; if (draw_count < MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK) continue; if (draw_count <= interval) { u32 mid_point = draw_count / 2; m_scheduled_command_buffer_kicks.emplace_back(last_draw_counter + mid_point); } else { u32 counter = interval; while (counter < draw_count) { m_scheduled_command_buffer_kicks.emplace_back(last_draw_counter + counter); counter += interval; } } last_draw_counter = draw_counter; } } m_cpu_accesses_this_frame.clear(); // We invalidate the pipeline object at the start of the frame. // This is for the rare case where only a single pipeline configuration is used, // and hybrid ubershaders have compiled the specialized shader, but without any // state changes the specialized shader will not take over. InvalidatePipelineObject(); } void VertexManagerBase::NotifyCustomShaderCacheOfHostChange(const ShaderHostConfig& host_config) { m_custom_shader_cache->SetHostConfig(host_config); m_custom_shader_cache->Reload(); } void VertexManagerBase::RenderDrawCall( PixelShaderManager& pixel_shader_manager, GeometryShaderManager& geometry_shader_manager, const CustomPixelShaderContents& custom_pixel_shader_contents, std::span custom_pixel_shader_uniforms, PrimitiveType primitive_type, const AbstractPipeline* current_pipeline) { // Now we can upload uniforms, as nothing else will override them. geometry_shader_manager.SetConstants(primitive_type); pixel_shader_manager.SetConstants(); if (!custom_pixel_shader_uniforms.empty() && pixel_shader_manager.custom_constants.data() != custom_pixel_shader_uniforms.data()) { pixel_shader_manager.custom_constants_dirty = true; } pixel_shader_manager.custom_constants = custom_pixel_shader_uniforms; UploadUniforms(); u32 base_vertex, base_index; CommitBuffer(m_index_generator.GetNumVerts(), VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(), m_index_generator.GetIndexLen(), &base_vertex, &base_index); if (g_backend_info.api_type != APIType::D3D && g_ActiveConfig.UseVSForLinePointExpand() && (primitive_type == PrimitiveType::Points || primitive_type == PrimitiveType::Lines)) { // VS point/line expansion puts the vertex id at gl_VertexID << 2 // That means the base vertex has to be adjusted to match // (The shader adds this after shifting right on D3D, so no need to do this) base_vertex <<= 2; } VRPassthroughCoverageShaderMode coverage_mode = m_current_pipeline_is_uber ? m_current_uber_pipeline_config.ps_uid.GetUidData()->vr_coverage_mode : m_current_pipeline_config.ps_uid.GetUidData()->vr_coverage_mode; if (!custom_pixel_shader_contents.shaders.empty() && g_framebuffer_manager->HasEFBCoverage()) { coverage_mode = VRPassthroughCoverageShaderMode::Prepass; } if (coverage_mode == VRPassthroughCoverageShaderMode::Prepass) { const AbstractPipeline* const coverage_pipeline = m_current_pipeline_is_uber ? g_shader_cache->GetCoverageUberPipelineForUid(m_current_uber_pipeline_config) : g_shader_cache->GetCoveragePipelineForUid(m_current_pipeline_config); if (coverage_pipeline) { g_framebuffer_manager->BindEFBCoverageFramebuffer(); g_gfx->SetPipeline(coverage_pipeline); DrawCurrentBatch(base_index, m_index_generator.GetIndexLen(), base_vertex); } } // All EFB draws share the with-coverage framebuffer whenever the coverage attachment // exists — non-MRT pipelines are built against the same attachment layout with a // write-masked attachment 1 (see GetGXPipelineConfig), so the render pass never has // to restart between draws (a per-switch GMEM store/load on tiler GPUs). if (g_framebuffer_manager->HasEFBCoverage()) g_framebuffer_manager->BindEFBFramebufferWithCoverage(); else g_framebuffer_manager->BindEFBFramebuffer(); g_gfx->SetPipeline(current_pipeline); // Shader Hunter pink highlight: override PS after pipeline is set (like 3DMigoto). if (m_force_pink_ps && m_pink_pixel_shader) g_gfx->SetForcePixelShader(m_pink_pixel_shader.get()); if (PerfQueryBase::ShouldEmulate()) g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); DrawCurrentBatch(base_index, m_index_generator.GetIndexLen(), base_vertex); // Track the total emulated state draws INCSTAT(g_stats.this_frame.num_draw_calls); if (PerfQueryBase::ShouldEmulate()) g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP); } const AbstractPipeline* VertexManagerBase::GetCustomPipeline( const CustomPixelShaderContents& custom_pixel_shader_contents, const VideoCommon::GXPipelineUid& current_pipeline_config, const VideoCommon::GXUberPipelineUid& current_uber_pipeline_config, const AbstractPipeline* current_pipeline) const { if (current_pipeline) { if (!custom_pixel_shader_contents.shaders.empty()) { VideoCommon::GXPipelineUid custom_pipeline_config = current_pipeline_config; VideoCommon::GXUberPipelineUid custom_uber_pipeline_config = current_uber_pipeline_config; AbstractPipelineConfig custom_base_config = current_pipeline->m_config; if (g_framebuffer_manager->HasEFBCoverage()) { custom_pipeline_config.ps_uid.GetUidData()->vr_coverage_mode = VRPassthroughCoverageShaderMode::Prepass; custom_uber_pipeline_config.ps_uid.GetUidData()->vr_coverage_mode = VRPassthroughCoverageShaderMode::Prepass; // Match the shared with-coverage render pass (attachment 1 write-masked; the // coverage itself comes from the separate prepass) so custom-shader draws don't // force a render pass restart either. custom_base_config.framebuffer_state = g_framebuffer_manager->GetEFBFramebufferState(true); custom_base_config.additional_blending_state = RenderState::GetNoColorWriteBlendState(); custom_base_config.use_independent_blending = true; } CustomShaderInstance custom_shaders; custom_shaders.pixel_contents = custom_pixel_shader_contents; switch (g_ActiveConfig.iShaderCompilationMode) { case ShaderCompilationMode::Synchronous: case ShaderCompilationMode::AsynchronousSkipRendering: { if (auto pipeline = m_custom_shader_cache->GetPipelineAsync( custom_pipeline_config, custom_shaders, custom_base_config)) { return *pipeline; } } break; case ShaderCompilationMode::SynchronousUberShaders: { // Custom pixel shader injection is only supported by specialized pixel shader generation. // Avoid custom ubershader fallback in this mode so behavior is consistent across backends. if (!custom_pixel_shader_contents.shaders.empty()) { if (auto pipeline = m_custom_shader_cache->GetPipelineAsync( custom_pipeline_config, custom_shaders, custom_base_config)) { return *pipeline; } } else { // D3D has issues compiling large custom ubershaders, use specialized shaders instead. if (g_backend_info.api_type == APIType::D3D) { if (auto pipeline = m_custom_shader_cache->GetPipelineAsync( custom_pipeline_config, custom_shaders, custom_base_config)) { return *pipeline; } } else { if (auto pipeline = m_custom_shader_cache->GetPipelineAsync( custom_uber_pipeline_config, custom_shaders, custom_base_config)) { return *pipeline; } } } } break; case ShaderCompilationMode::AsynchronousUberShaders: { if (auto pipeline = m_custom_shader_cache->GetPipelineAsync( custom_pipeline_config, custom_shaders, custom_base_config)) { return *pipeline; } // Custom pixel shader injection is only supported by specialized shaders. else if (custom_pixel_shader_contents.shaders.empty()) { if (auto uber_pipeline = m_custom_shader_cache->GetPipelineAsync( custom_uber_pipeline_config, custom_shaders, custom_base_config)) { return *uber_pipeline; } } } break; }; } } return nullptr; }