mirror of
https://github.com/thejerf/baijiSteamVR.git
synced 2026-10-18 01:02:26 +02:00
1519 lines
59 KiB
C++
1519 lines
59 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoCommon/VertexManagerBase.h"
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#include <array>
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#include <cmath>
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#include <memory>
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#include <string>
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#include "Common/ChunkFile.h"
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#include "Common/CommonTypes.h"
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#include "Common/Contains.h"
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#include "Common/EnumMap.h"
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Common/SmallVector.h"
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#include "Core/DolphinAnalytics.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/System.h"
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#include "VideoCommon/AbstractGfx.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/BoundingBox.h"
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/ElementsGroupManager.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/CustomShaderCache.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PerfQueryBase.h"
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#include "VideoCommon/PixelShaderGen.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/Statistics.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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#include "VideoCommon/CullingCodeFinder.h"
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#include "VideoCommon/HideObjectEngine.h"
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#include "VideoCommon/ShaderHunter.h"
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#include "VideoCommon/XFStateManager.h"
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#include "Common/Hash.h"
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#include "Core/ConfigManager.h"
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std::unique_ptr<VertexManagerBase> g_vertex_manager;
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using OpcodeDecoder::Primitive;
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namespace
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{
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ShaderHunter::RuntimeElementSignature BuildRuntimeElementSignature(const XFMemory& xf_memory,
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const BPMemory& bp_memory,
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int ortho_layer)
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{
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ShaderHunter::RuntimeElementSignature signature;
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signature.valid = true;
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signature.perspective = xf_memory.projection.type == ProjectionType::Perspective;
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const float* projection = xf_memory.projection.rawProjection.data();
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if (signature.perspective)
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{
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const float hfov = 2.0f * std::atan(1.0f / projection[0]) * 180.0f / 3.14159265f;
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const float vfov = 2.0f * std::atan(1.0f / projection[2]) * 180.0f / 3.14159265f;
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const float far_plane = projection[5] / projection[4];
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const float near_plane = far_plane * projection[4] / (projection[4] - 1.0f);
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signature.perspective_hfov_x100 = static_cast<int>(std::lround(hfov * 100.0f));
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signature.perspective_vfov_x100 = static_cast<int>(std::lround(vfov * 100.0f));
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signature.perspective_near_x1000 = static_cast<int>(std::lround(near_plane * 1000.0f));
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signature.perspective_far_x100 = static_cast<int>(std::lround(far_plane * 100.0f));
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}
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else
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{
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const float left = -(projection[1] + 1.0f) / projection[0];
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const float right = left + 2.0f / projection[0];
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const float bottom = -(projection[3] + 1.0f) / projection[2];
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const float top = bottom + 2.0f / projection[2];
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signature.ortho_left_x100 = static_cast<int>(std::lround(left * 100.0f));
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signature.ortho_right_x100 = static_cast<int>(std::lround(right * 100.0f));
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signature.ortho_top_x100 = static_cast<int>(std::lround(top * 100.0f));
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signature.ortho_bottom_x100 = static_cast<int>(std::lround(bottom * 100.0f));
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signature.ortho_layer = ortho_layer;
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}
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const auto& viewport = xf_memory.viewport;
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signature.viewport_x = static_cast<int>(std::lround(viewport.xOrig));
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signature.viewport_y = static_cast<int>(std::lround(viewport.yOrig));
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signature.viewport_width = static_cast<int>(std::lround(std::abs(viewport.wd)));
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signature.viewport_height = static_cast<int>(std::lround(std::abs(viewport.ht)));
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signature.scissor_left = bp_memory.scissorTL.x;
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signature.scissor_top = bp_memory.scissorTL.y;
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signature.scissor_right = bp_memory.scissorBR.x;
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signature.scissor_bottom = bp_memory.scissorBR.y;
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signature.alpha_test_hex = bp_memory.alpha_test.hex;
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signature.ztest = bp_memory.zmode.test_enable != 0;
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signature.zupdate = bp_memory.zmode.update_enable != 0;
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signature.zfunc = static_cast<int>(bp_memory.zmode.func.Value());
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signature.blend_color_update = bp_memory.blendmode.color_update != 0;
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signature.blend_alpha_update = bp_memory.blendmode.alpha_update != 0;
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return signature;
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}
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} // namespace
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// GX primitive -> RenderState primitive, no primitive restart
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constexpr Common::EnumMap<PrimitiveType, Primitive::GX_DRAW_POINTS> primitive_from_gx{
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PrimitiveType::Triangles, // GX_DRAW_QUADS
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PrimitiveType::Triangles, // GX_DRAW_QUADS_2
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PrimitiveType::Triangles, // GX_DRAW_TRIANGLES
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PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_STRIP
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PrimitiveType::Triangles, // GX_DRAW_TRIANGLE_FAN
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PrimitiveType::Lines, // GX_DRAW_LINES
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PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
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PrimitiveType::Points, // GX_DRAW_POINTS
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};
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// GX primitive -> RenderState primitive, using primitive restart
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constexpr Common::EnumMap<PrimitiveType, Primitive::GX_DRAW_POINTS> primitive_from_gx_pr{
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PrimitiveType::TriangleStrip, // GX_DRAW_QUADS
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PrimitiveType::TriangleStrip, // GX_DRAW_QUADS_2
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PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLES
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PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_STRIP
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PrimitiveType::TriangleStrip, // GX_DRAW_TRIANGLE_FAN
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PrimitiveType::Lines, // GX_DRAW_LINES
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PrimitiveType::Lines, // GX_DRAW_LINE_STRIP
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PrimitiveType::Points, // GX_DRAW_POINTS
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};
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// Due to the BT.601 standard which the GameCube is based on being a compromise
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// between PAL and NTSC, neither standard gets square pixels. They are each off
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// by ~9% in opposite directions.
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// Just in case any game decides to take this into account, we do both these
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// tests with a large amount of slop.
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static float CalculateProjectionViewportRatio(const Projection::Raw& projection,
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const Viewport& viewport)
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{
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const float projection_ar = projection[2] / projection[0];
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const float viewport_ar = viewport.wd / viewport.ht;
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return std::abs(projection_ar / viewport_ar);
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}
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static bool IsAnamorphicProjection(const Projection::Raw& projection, const Viewport& viewport,
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const VideoConfig& config)
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{
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// If ratio between our projection and viewport aspect ratios is similar to 16:9 / 4:3
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// we have an anamorphic projection. This value can be overridden by a GameINI.
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// Game cheats that change the aspect ratio to natively unsupported ones
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// won't be automatically recognized here.
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return std::abs(CalculateProjectionViewportRatio(projection, viewport) -
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config.widescreen_heuristic_widescreen_ratio) <
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config.widescreen_heuristic_aspect_ratio_slop;
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}
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static bool IsNormalProjection(const Projection::Raw& projection, const Viewport& viewport,
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const VideoConfig& config)
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{
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return std::abs(CalculateProjectionViewportRatio(projection, viewport) -
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config.widescreen_heuristic_standard_ratio) <
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config.widescreen_heuristic_aspect_ratio_slop;
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}
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VertexManagerBase::VertexManagerBase()
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: m_cpu_vertex_buffer(MAXVBUFFERSIZE), m_cpu_index_buffer(MAXIBUFFERSIZE)
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{
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}
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VertexManagerBase::~VertexManagerBase() = default;
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bool VertexManagerBase::Initialize()
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{
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auto& video_events = GetVideoEvents();
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m_frame_end_event =
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video_events.after_frame_event.Register([this](Core::System&) { OnEndFrame(); });
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m_after_present_event = video_events.after_present_event.Register(
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[this](const PresentInfo& pi) { m_ticks_elapsed = pi.emulated_timestamp; });
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m_index_generator.Init();
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m_custom_shader_cache = std::make_unique<CustomShaderCache>();
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m_cpu_cull.Init();
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return true;
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}
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u32 VertexManagerBase::GetRemainingSize() const
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{
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return static_cast<u32>(m_end_buffer_pointer - m_cur_buffer_pointer);
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}
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void VertexManagerBase::AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices)
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{
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m_index_generator.AddIndices(primitive, num_vertices);
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}
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bool VertexManagerBase::AreAllVerticesCulled(VertexLoaderBase* loader,
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OpcodeDecoder::Primitive primitive, const u8* src,
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u32 count)
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{
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return m_cpu_cull.AreAllVerticesCulled(loader, primitive, src, count);
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}
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DataReader VertexManagerBase::PrepareForAdditionalData(OpcodeDecoder::Primitive primitive,
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u32 count, u32 stride, bool cullall)
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{
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// Flush all EFB pokes. Since the buffer is shared, we can't draw pokes+primitives concurrently.
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g_framebuffer_manager->FlushEFBPokes();
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// The SSE vertex loader can write up to 4 bytes past the end
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u32 const needed_vertex_bytes = count * stride + 4;
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// We can't merge different kinds of primitives, so we have to flush here
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PrimitiveType new_primitive_type = g_backend_info.bSupportsPrimitiveRestart ?
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primitive_from_gx_pr[primitive] :
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primitive_from_gx[primitive];
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if (m_current_primitive_type != new_primitive_type) [[unlikely]]
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{
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Flush();
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// Have to update the rasterization state for point/line cull modes.
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m_current_primitive_type = new_primitive_type;
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SetRasterizationStateChanged();
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}
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u32 remaining_indices = GetRemainingIndices(primitive);
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u32 remaining_index_generator_indices = m_index_generator.GetRemainingIndices(primitive);
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// Check for size in buffer, if the buffer gets full, call Flush()
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if (!m_is_flushed && (count > remaining_index_generator_indices || count > remaining_indices ||
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needed_vertex_bytes > GetRemainingSize())) [[unlikely]]
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{
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Flush();
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}
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m_cull_all = cullall;
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// need to alloc new buffer
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if (m_is_flushed) [[unlikely]]
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{
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if (cullall)
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{
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// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
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m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_vertex_buffer.data();
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m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_vertex_buffer.size();
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m_index_generator.Start(m_cpu_index_buffer.data());
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}
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else
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{
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ResetBuffer(stride);
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}
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remaining_index_generator_indices = m_index_generator.GetRemainingIndices(primitive);
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remaining_indices = GetRemainingIndices(primitive);
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m_is_flushed = false;
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}
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// Now that we've reset the buffer, there should be enough space. It's possible that we still
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// won't have enough space in a few rare cases, such as vertex shader line/point expansion with a
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// ton of lines in one draw command, in which case we will either need to add support for
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// splitting a single draw command into multiple draws or using bigger indices.
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ASSERT_MSG(VIDEO, count <= remaining_index_generator_indices,
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"VertexManager: Too few remaining index values ({} > {}). "
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"32-bit indices or primitive breaking needed.",
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count, remaining_index_generator_indices);
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ASSERT_MSG(VIDEO, count <= remaining_indices,
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"VertexManager: Buffer not large enough for all indices! ({} > {}) "
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"Increase MAXIBUFFERSIZE or we need primitive breaking after all.",
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count, remaining_indices);
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ASSERT_MSG(VIDEO, needed_vertex_bytes <= GetRemainingSize(),
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"VertexManager: Buffer not large enough for all vertices! ({} > {}) "
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"Increase MAXVBUFFERSIZE or we need primitive breaking after all.",
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needed_vertex_bytes, GetRemainingSize());
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return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
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}
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DataReader VertexManagerBase::DisableCullAll(u32 stride)
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{
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if (m_cull_all)
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{
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m_cull_all = false;
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ResetBuffer(stride);
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}
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return DataReader(m_cur_buffer_pointer, m_end_buffer_pointer);
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}
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void VertexManagerBase::FlushData(u32 count, u32 stride)
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{
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m_cur_buffer_pointer += count * stride;
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}
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u32 VertexManagerBase::GetRemainingIndices(OpcodeDecoder::Primitive primitive) const
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{
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const u32 index_len = MAXIBUFFERSIZE - m_index_generator.GetIndexLen();
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if (primitive >= Primitive::GX_DRAW_LINES)
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{
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if (g_Config.UseVSForLinePointExpand())
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{
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if (g_backend_info.bSupportsPrimitiveRestart)
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{
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switch (primitive)
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{
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case Primitive::GX_DRAW_LINES:
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return index_len / 5 * 2;
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case Primitive::GX_DRAW_LINE_STRIP:
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return index_len / 5 + 1;
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case Primitive::GX_DRAW_POINTS:
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return index_len / 5;
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default:
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return 0;
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}
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}
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else
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{
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switch (primitive)
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{
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case Primitive::GX_DRAW_LINES:
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return index_len / 6 * 2;
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case Primitive::GX_DRAW_LINE_STRIP:
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return index_len / 6 + 1;
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case Primitive::GX_DRAW_POINTS:
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return index_len / 6;
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default:
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return 0;
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}
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}
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}
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else
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{
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switch (primitive)
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{
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case Primitive::GX_DRAW_LINES:
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return index_len;
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case Primitive::GX_DRAW_LINE_STRIP:
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return index_len / 2 + 1;
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case Primitive::GX_DRAW_POINTS:
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return index_len;
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default:
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return 0;
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}
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}
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}
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else if (g_backend_info.bSupportsPrimitiveRestart)
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{
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switch (primitive)
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{
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case Primitive::GX_DRAW_QUADS:
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case Primitive::GX_DRAW_QUADS_2:
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return index_len / 5 * 4;
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case Primitive::GX_DRAW_TRIANGLES:
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return index_len / 4 * 3;
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case Primitive::GX_DRAW_TRIANGLE_STRIP:
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return index_len / 1 - 1;
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case Primitive::GX_DRAW_TRIANGLE_FAN:
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return index_len / 6 * 4 + 1;
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default:
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return 0;
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}
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}
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else
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{
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switch (primitive)
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{
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case Primitive::GX_DRAW_QUADS:
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case Primitive::GX_DRAW_QUADS_2:
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return index_len / 6 * 4;
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case Primitive::GX_DRAW_TRIANGLES:
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return index_len;
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case Primitive::GX_DRAW_TRIANGLE_STRIP:
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return index_len / 3 + 2;
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case Primitive::GX_DRAW_TRIANGLE_FAN:
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return index_len / 3 + 2;
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default:
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return 0;
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}
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}
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}
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auto VertexManagerBase::ResetFlushAspectRatioCount() -> FlushStatistics
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{
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const auto result = m_flush_statistics;
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m_flush_statistics = {};
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return result;
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}
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void VertexManagerBase::ResetBuffer(u32 vertex_stride)
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{
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m_base_buffer_pointer = m_cpu_vertex_buffer.data();
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m_cur_buffer_pointer = m_cpu_vertex_buffer.data();
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m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_vertex_buffer.size();
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m_index_generator.Start(m_cpu_index_buffer.data());
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}
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void VertexManagerBase::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices,
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u32* out_base_vertex, u32* out_base_index)
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{
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*out_base_vertex = 0;
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*out_base_index = 0;
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}
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void VertexManagerBase::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
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{
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// If bounding box is enabled, we need to flush any changes first, then invalidate what we have.
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if (g_bounding_box->IsEnabled() && g_ActiveConfig.bBBoxEnable && g_backend_info.bSupportsBBox)
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{
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g_bounding_box->Flush();
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}
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g_gfx->DrawIndexed(base_index, num_indices, base_vertex);
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}
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void VertexManagerBase::UploadUniforms()
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{
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}
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void VertexManagerBase::InvalidateConstants()
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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vertex_shader_manager.dirty = true;
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geometry_shader_manager.dirty = true;
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pixel_shader_manager.dirty = true;
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}
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void VertexManagerBase::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size)
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{
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}
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void VertexManagerBase::UploadUtilityVertices(const void* vertices, u32 vertex_stride,
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u32 num_vertices, const u16* indices, u32 num_indices,
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u32* out_base_vertex, u32* out_base_index)
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{
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// The GX vertex list should be flushed before any utility draws occur.
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ASSERT(m_is_flushed);
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// Copy into the buffers usually used for GX drawing.
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ResetBuffer(std::max(vertex_stride, 1u));
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if (vertices)
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{
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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<u32>(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);
|
|
}
|
|
|
|
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();
|
|
|
|
if (g_ActiveConfig.bGraphicMods)
|
|
{
|
|
const double seconds_elapsed =
|
|
static_cast<double>(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<std::string> texture_names;
|
|
Common::SmallVector<u32, 8> texture_units;
|
|
std::array<SamplerState, 8> 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<CustomPixelShader> custom_pixel_shader;
|
|
std::vector<std::string> custom_pixel_texture_names;
|
|
std::span<u8> 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)
|
|
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;
|
|
auto& hunter = ShaderHunter::GetInstance();
|
|
auto& elements = ElementsGroupManager::GetInstance();
|
|
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<u32>(vs.GetUidDataSize()));
|
|
const u64 ps_hash =
|
|
Common::ComputeCRC32(ps.GetUidDataRaw(), static_cast<u32>(ps.GetUidDataSize()));
|
|
const u64 gs_hash =
|
|
Common::ComputeCRC32(gs.GetUidDataRaw(), static_cast<u32>(gs.GetUidDataSize()));
|
|
if (hunter.IsEnabled() || hunter.HasOverrides() || hunter.IsDebugLogging() ||
|
|
elements.IsPopupOpen() || elements.HasOverrides())
|
|
{
|
|
// Capture bound texture hashes and names for texture-conditioned overrides and hunting UI
|
|
std::array<u64, 8> tex_hashes{};
|
|
std::array<std::string, 8> tex_names{};
|
|
for (u32 i = 0; i < 8; i++)
|
|
{
|
|
tex_hashes[i] = g_texture_cache->GetBoundTextureHash(i);
|
|
if (hunter.IsEnabled() || elements.IsPopupOpen())
|
|
tex_names[i] = g_texture_cache->GetBoundTextureName(i);
|
|
}
|
|
hunter.SetCurrentDrawTextures(tex_hashes, tex_names);
|
|
const u64 vs_family = hunter.RegisterShader(ShaderHunter::ShaderType::Vertex, vs_hash,
|
|
vs.GetUidDataRaw(), vs.GetUidDataSize());
|
|
const u64 ps_family = hunter.RegisterShader(ShaderHunter::ShaderType::Pixel, ps_hash,
|
|
ps.GetUidDataRaw(), ps.GetUidDataSize());
|
|
const u64 gs_family = hunter.RegisterShader(ShaderHunter::ShaderType::Geometry, gs_hash,
|
|
gs.GetUidDataRaw(), gs.GetUidDataSize());
|
|
hunter.SetCurrentDrawShaderFamilies(vs_family, ps_family, gs_family);
|
|
const ShaderHunter::RuntimeElementSignature draw_signature =
|
|
BuildRuntimeElementSignature(xfmem, bpmem,
|
|
system.GetGeometryShaderManager().vr_ortho_draw_counter);
|
|
hunter.SetCurrentDrawSignature(draw_signature);
|
|
const ElementsGroupManager::DrawRecord element_draw{.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 (hunter.IsEnabled())
|
|
{
|
|
hunter.RegisterDrawCombination(vs_hash, ps_hash, gs_hash);
|
|
hunter_skip = hunter.ShouldSkipDraw(vs_hash, ps_hash, gs_hash);
|
|
shader_hunter_force_pink = hunter.ShouldHighlightSelectedDraw();
|
|
}
|
|
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)
|
|
hunter.RegisterFlags(vs_hash, ps_hash, gs_hash);
|
|
elements.RegisterFlagsForDraw(element_draw);
|
|
|
|
// Advance per-hash draw counters for element-aware overrides
|
|
hunter.AdvanceOverrideDrawCounters(vs_hash, ps_hash, gs_hash);
|
|
elements.AdvanceOverrideDrawCounters(element_draw);
|
|
|
|
if (!hunter_skip && !elements_skip)
|
|
elements_skip = elements.ShouldSkipByOverride(element_draw);
|
|
|
|
if (!hunter_skip && !elements_skip)
|
|
hunter_skip = hunter.ShouldSkipByOverride(vs_hash, ps_hash, gs_hash);
|
|
|
|
// Check for screen/fullscreen handling overrides (VR stereo mode override)
|
|
if (!hunter_skip && !elements_skip)
|
|
{
|
|
auto handling = elements.GetOverrideHandling(element_draw);
|
|
int manual_layer = elements.GetOverrideLayer(element_draw);
|
|
float element_depth = elements.GetOverrideElementDepth(element_draw);
|
|
float units_per_meter = elements.GetOverrideUnitsPerMeter(element_draw);
|
|
if (handling == ShaderHunter::HandlingType::Skip)
|
|
{
|
|
handling = hunter.GetOverrideHandling(vs_hash, ps_hash, gs_hash);
|
|
manual_layer = hunter.GetOverrideLayer(vs_hash, ps_hash, gs_hash);
|
|
element_depth = hunter.GetOverrideElementDepth(vs_hash, ps_hash, gs_hash);
|
|
units_per_meter = hunter.GetOverrideUnitsPerMeter(vs_hash, ps_hash, gs_hash);
|
|
}
|
|
if (handling == ShaderHunter::HandlingType::Screen)
|
|
{
|
|
geometry_shader_manager.vr_stereo_override = -1.0f;
|
|
if (manual_layer >= 0)
|
|
geometry_shader_manager.vr_ortho_layer_override = manual_layer;
|
|
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)
|
|
{
|
|
geometry_shader_manager.vr_stereo_override = -2.0f;
|
|
if (manual_layer >= 0)
|
|
geometry_shader_manager.vr_ortho_layer_override = manual_layer;
|
|
if (element_depth >= 0.0f)
|
|
geometry_shader_manager.vr_element_depth_override = element_depth;
|
|
}
|
|
else if (handling == ShaderHunter::HandlingType::UnitsPerMeter)
|
|
{
|
|
if (units_per_meter > 0.0f)
|
|
geometry_shader_manager.vr_units_per_meter_override = units_per_meter;
|
|
}
|
|
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 a shader be e.g. Skip+ClearEFB or Screen+ClearEFB.
|
|
hunter.CheckClearEFBForDraw(vs_hash, ps_hash, gs_hash);
|
|
|
|
// 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;
|
|
const int ortho_layer_counter = geometry_shader_manager.vr_ortho_draw_counter;
|
|
const int ortho_layer_override = geometry_shader_manager.vr_ortho_layer_override;
|
|
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={} | layer_ctr={} layer_ovr={} | 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, ortho_layer_counter, ortho_layer_override, 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={} | layer_ctr={} layer_ovr={} | 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,
|
|
ortho_layer_counter, ortho_layer_override, hunter_skip);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Increment ortho draw counter for depth layering on the VR virtual screen.
|
|
// Applies to natural ortho draws and draws forced to screen/head-locked by override.
|
|
// Keep read-only EQUAL passes on the previous layer to preserve multi-pass HUD rendering.
|
|
if (g_ActiveConfig.vr_auto_layer_spread)
|
|
{
|
|
const bool is_ortho = xfmem.projection.type != ProjectionType::Perspective;
|
|
const bool forced_screen_or_headlocked =
|
|
!std::isnan(geometry_shader_manager.vr_stereo_override) &&
|
|
geometry_shader_manager.vr_stereo_override < -0.5f;
|
|
if (is_ortho || forced_screen_or_headlocked)
|
|
{
|
|
const bool z_equal_read_only =
|
|
bpmem.zmode.test_enable && !bpmem.zmode.update_enable &&
|
|
bpmem.zmode.func == CompareMode::Equal;
|
|
|
|
if (z_equal_read_only && geometry_shader_manager.vr_ortho_layer_override < 0 &&
|
|
geometry_shader_manager.vr_ortho_draw_counter > 0)
|
|
{
|
|
geometry_shader_manager.vr_ortho_layer_override =
|
|
geometry_shader_manager.vr_ortho_draw_counter - 1;
|
|
}
|
|
|
|
if (!z_equal_read_only)
|
|
geometry_shader_manager.vr_ortho_draw_counter++;
|
|
}
|
|
}
|
|
|
|
if (!hunter_skip && !elements_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;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Even if we skip the draw, emulated state should still be impacted
|
|
OnDraw();
|
|
|
|
// The EFB cache is now potentially stale.
|
|
g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
|
|
}
|
|
|
|
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_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_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_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);
|
|
HideObjectEngine::Engine::GetInstance().LoadCodesIfNeeded(game_id);
|
|
}
|
|
hunter.OnFrameEnd();
|
|
CullingCodeFinder::GetInstance().OnFrameEnd();
|
|
ElementsGroupManager::GetInstance().OnFrameEnd();
|
|
auto& system = Core::System::GetInstance();
|
|
system.GetGeometryShaderManager().vr_ortho_draw_counter = 0;
|
|
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<u32>(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<u8> custom_pixel_shader_uniforms, PrimitiveType primitive_type,
|
|
const AbstractPipeline* current_pipeline)
|
|
{
|
|
auto& system = Core::System::GetInstance();
|
|
auto& vertex_shader_manager = system.GetVertexShaderManager();
|
|
auto& xf_state_manager = system.GetXFStateManager();
|
|
|
|
if (g_ActiveConfig.stereo_mode == StereoMode::OpenXR && g_backend_info.api_type == APIType::Vulkan)
|
|
{
|
|
const float vr_override = geometry_shader_manager.vr_stereo_override;
|
|
const bool force_screen_or_headlocked = !std::isnan(vr_override) && vr_override < -0.5f;
|
|
vertex_shader_manager.SetProjectionMatrix(xf_state_manager,
|
|
!force_screen_or_headlocked, true);
|
|
}
|
|
|
|
// 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();
|
|
|
|
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());
|
|
|
|
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;
|
|
}
|
|
|
|
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())
|
|
{
|
|
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(
|
|
current_pipeline_config, custom_shaders, current_pipeline->m_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(
|
|
current_pipeline_config, custom_shaders, current_pipeline->m_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(
|
|
current_pipeline_config, custom_shaders, current_pipeline->m_config))
|
|
{
|
|
return *pipeline;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
|
|
current_uber_pipeline_config, custom_shaders, current_pipeline->m_config))
|
|
{
|
|
return *pipeline;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case ShaderCompilationMode::AsynchronousUberShaders:
|
|
{
|
|
if (auto pipeline = m_custom_shader_cache->GetPipelineAsync(
|
|
current_pipeline_config, custom_shaders, current_pipeline->m_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(
|
|
current_uber_pipeline_config, custom_shaders, current_pipeline->m_config))
|
|
{
|
|
return *uber_pipeline;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
};
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|