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thejerf--baijiSteamVR/Source/Core/VideoCommon/VertexManagerBase.cpp
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// Copyright 2010 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/VertexManagerBase.h"
#include <array>
#include <cmath>
#include <memory>
#include <optional>
#include <string>
#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<VertexManagerBase> 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<int>(std::lround(hfov * 100.0f));
signature.perspective_vfov_x100 = static_cast<int>(std::lround(vfov * 100.0f));
signature.perspective_near_x1000 = static_cast<int>(std::lround(near_plane * 1000.0f));
signature.perspective_far_x100 = static_cast<int>(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<int>(std::lround(left * 100.0f));
signature.ortho_right_x100 = static_cast<int>(std::lround(right * 100.0f));
signature.ortho_top_x100 = static_cast<int>(std::lround(top * 100.0f));
signature.ortho_bottom_x100 = static_cast<int>(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<int>(std::lround(viewport.xOrig));
signature.viewport_y = static_cast<int>(std::lround(viewport.yOrig));
signature.viewport_width = static_cast<int>(std::lround(std::abs(viewport.wd)));
signature.viewport_height = static_cast<int>(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<int>(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<float, 9> Mul3x3(const std::array<float, 9>& a, const std::array<float, 9>& b)
{
std::array<float, 9> 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<float, 9> 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<float, 9> rot_y = {cy, 0.0f, sy, 0.0f, 1.0f, 0.0f, -sy, 0.0f, cy};
const std::array<float, 9> rot_x = {1.0f, 0.0f, 0.0f, 0.0f, cx, -sx, 0.0f, sx, cx};
const std::array<float, 9> 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<PrimitiveType, Primitive::GX_DRAW_POINTS> 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<PrimitiveType, Primitive::GX_DRAW_POINTS> 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<CustomShaderCache>();
m_cpu_cull.Init();
return true;
}
u32 VertexManagerBase::GetRemainingSize() const
{
return static_cast<u32>(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<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);
}
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<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)
{
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<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()));
std::array<u64, 8> tex_hashes{};
std::array<std::string, 8> 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<ElementsGroupManager::DrawRecord> 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<float, 9> 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<int>(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<float, 3> hand_pos{};
std::array<float, 9> 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<float, 9> 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, &copy_width, &copy_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<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)
{
// 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;
}