jak-project/game/graphics/opengl_renderer/DirectRenderer.cpp
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[jak3] prim rendering for cloth (#3607)
2024-07-26 20:31:32 -04:00

1484 lines
52 KiB
C++

#include "DirectRenderer.h"
#include "common/dma/gs.h"
#include "common/log/log.h"
#include "common/util/Assert.h"
#include "game/graphics/pipelines/opengl.h"
#include "fmt/core.h"
#include "third-party/imgui/imgui.h"
DirectRenderer::ScissorState DirectRenderer::m_scissor;
constexpr PerGameVersion<int> game_height(448, 416, 416);
DirectRenderer::DirectRenderer(const std::string& name, int my_id, int batch_size)
: BucketRenderer(name, my_id), m_prim_buffer(batch_size) {
glGenBuffers(1, &m_ogl.vertex_buffer);
glGenVertexArrays(1, &m_ogl.vao);
glBindVertexArray(m_ogl.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
m_ogl.vertex_buffer_max_verts = batch_size * 3 * 2;
m_ogl.vertex_buffer_bytes = m_ogl.vertex_buffer_max_verts * sizeof(Vertex);
glBufferData(GL_ARRAY_BUFFER, m_ogl.vertex_buffer_bytes, nullptr,
GL_STREAM_DRAW); // todo stream?
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, // location 0 in the shader
4, // 4 floats per vert (w unused)
GL_FLOAT, // floats
GL_TRUE, // normalized, ignored,
sizeof(Vertex), //
(void*)offsetof(Vertex, xyzf) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, // location 0 in the shader
4, // 4 color components
GL_UNSIGNED_BYTE, // floats
GL_TRUE, // normalized, ignored,
sizeof(Vertex), //
(void*)offsetof(Vertex, rgba) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, // location 0 in the shader
3, // 3 floats per vert
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(Vertex), //
(void*)offsetof(Vertex, stq) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(3);
glVertexAttribIPointer(
3, // location 3 in the shader
4, // 3 floats per vert
GL_UNSIGNED_BYTE, // floats
sizeof(Vertex), //
(void*)offsetof(Vertex, tex_unit) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(4);
glVertexAttribIPointer(
4, // location 4 in the shader
1, // 3 floats per vert
GL_UNSIGNED_BYTE, // floats
sizeof(Vertex), //
(void*)offsetof(Vertex, use_uv) // offset in array (why is this a pointer...)
);
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, // location 5 in the shader
4, // 4 floats per vert
GL_FLOAT, // floats
GL_FALSE, // normalized, ignored,
sizeof(Vertex), //
(void*)offsetof(Vertex, scissor) // offset in array
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
DirectRenderer::~DirectRenderer() {
glDeleteBuffers(1, &m_ogl.vertex_buffer);
glDeleteVertexArrays(1, &m_ogl.vao);
}
/*!
* Render from a DMA bucket.
*/
void DirectRenderer::render(DmaFollower& dma,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
pre_render();
// if we're rendering from a bucket, we should start off we a totally reset state:
reset_state();
// just dump the DMA data into the other the render function
while (dma.current_tag_offset() != render_state->next_bucket) {
auto data = dma.read_and_advance();
if (data.size_bytes && m_enabled) {
render_vif(data.vif0(), data.vif1(), data.data, data.size_bytes, render_state, prof);
}
if (dma.current_tag_offset() == render_state->default_regs_buffer) {
// reset_state();
dma.read_and_advance(); // cnt
ASSERT(dma.current_tag().kind == DmaTag::Kind::RET);
dma.read_and_advance(); // ret
}
}
if (m_enabled) {
flush_pending(render_state, prof);
}
post_render();
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
void DirectRenderer::reset_state() {
m_test_state_needs_gl_update = true;
m_test_state = TestState();
m_blend_state_needs_gl_update = true;
m_blend_state = BlendState();
m_prim_gl_state_needs_gl_update = true;
m_prim_gl_state = PrimGlState();
for (int i = 0; i < TEXTURE_STATE_COUNT; ++i) {
m_buffered_tex_state[i] = TextureState();
}
m_tex_state_from_reg = {};
m_next_free_tex_state = 0;
m_current_tex_state_idx = -1;
m_prim_building = PrimBuildState();
m_stats = {};
}
void DirectRenderer::init_shaders(ShaderLibrary& sl) {
auto id = sl[ShaderId::DIRECT_BASIC_TEXTURED].id();
m_uniforms.alpha_min = glGetUniformLocation(id, "alpha_min");
m_uniforms.alpha_max = glGetUniformLocation(id, "alpha_max");
m_uniforms.normal_shader_id = id;
}
void DirectRenderer::draw_debug_window() {
ImGui::Checkbox("Wireframe", &m_debug_state.wireframe);
ImGui::SameLine();
ImGui::Checkbox("No-texture", &m_debug_state.disable_texture);
ImGui::SameLine();
ImGui::Checkbox("red", &m_debug_state.red);
ImGui::SameLine();
ImGui::Checkbox("always", &m_debug_state.always_draw);
ImGui::SameLine();
ImGui::Checkbox("no mip", &m_debug_state.disable_mipmap);
ImGui::Text("Triangles: %d", m_stats.triangles);
ImGui::SameLine();
ImGui::Text("Draws: %d", m_stats.draw_calls);
ImGui::Text("Flush from state change:");
ImGui::Text(" tex0: %d", m_stats.flush_from_tex_0);
ImGui::Text(" tex1: %d", m_stats.flush_from_tex_1);
ImGui::Text(" zbuf: %d", m_stats.flush_from_zbuf);
ImGui::Text(" test: %d", m_stats.flush_from_test);
ImGui::Text(" ta0: %d", m_stats.flush_from_ta0);
ImGui::Text(" alph: %d", m_stats.flush_from_alpha);
ImGui::Text(" clmp: %d", m_stats.flush_from_clamp);
ImGui::Text(" prim: %d", m_stats.flush_from_prim);
ImGui::Text(" texstate: %d", m_stats.flush_from_state_exhaust);
ImGui::Text(" Total: %d/%d",
m_stats.flush_from_prim + m_stats.flush_from_clamp + m_stats.flush_from_alpha +
m_stats.flush_from_test + m_stats.flush_from_zbuf + m_stats.flush_from_tex_1 +
m_stats.flush_from_tex_0 + m_stats.flush_from_state_exhaust,
m_stats.draw_calls);
}
float u32_to_float(u32 in) {
double x = (double)in / UINT32_MAX;
return x;
}
float u32_to_sc(u32 in) {
float flt = u32_to_float(in);
return (flt - 0.5) * 16.0;
}
void DirectRenderer::lookup_textures_again(SharedRenderState* render_state) {
for (int i = 0; i < TEXTURE_STATE_COUNT; i++) {
if (m_buffered_tex_state_currently_bound[i]) {
auto& tex_state = m_buffered_tex_state[i];
tex_state.used = true;
update_gl_texture(render_state, i);
tex_state.used = false;
}
}
}
void DirectRenderer::flush_pending(SharedRenderState* render_state, ScopedProfilerNode& prof) {
// update opengl state
if (m_blend_state_needs_gl_update) {
update_gl_blend();
m_blend_state_needs_gl_update = false;
}
if (m_prim_gl_state_needs_gl_update) {
update_gl_prim(render_state);
m_prim_gl_state_needs_gl_update = false;
}
if (m_test_state_needs_gl_update) {
update_gl_test();
m_test_state_needs_gl_update = false;
}
for (int i = 0; i < TEXTURE_STATE_COUNT; i++) {
auto& tex_state = m_buffered_tex_state[i];
if (tex_state.used) {
update_gl_texture(render_state, i);
tex_state.used = false;
m_buffered_tex_state_currently_bound[i] = true;
} else {
m_buffered_tex_state_currently_bound[i] = false;
}
}
m_next_free_tex_state = 0;
m_current_tex_state_idx = -1;
// NOTE: sometimes we want to update the GL state without actually rendering anything, such as sky
// textures, so we only return after we've updated the full state
if (m_prim_buffer.vert_count == 0) {
return;
}
if (m_debug_state.disable_texture) {
// a bit of a hack, this forces the non-textured shader always.
render_state->shaders[ShaderId::DIRECT_BASIC].activate();
m_blend_state_needs_gl_update = true;
m_prim_gl_state_needs_gl_update = true;
}
if (m_debug_state.red) {
render_state->shaders[ShaderId::DEBUG_RED].activate();
glDisable(GL_BLEND);
m_prim_gl_state_needs_gl_update = true;
m_blend_state_needs_gl_update = true;
}
// hacks
if (m_debug_state.always_draw) {
glDisable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
}
glBindVertexArray(m_ogl.vao);
// render!
// update buffers:
glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, m_prim_buffer.vert_count * sizeof(Vertex),
m_prim_buffer.vertices.data(), GL_STREAM_DRAW);
GLint current_shader;
GLint viewport_size[4];
glGetIntegerv(GL_CURRENT_PROGRAM, &current_shader);
glGetIntegerv(GL_VIEWPORT, viewport_size);
glUniform1i(glGetUniformLocation(current_shader, "scissor_enable"),
m_scissor_enable && !m_offscreen_mode);
glUniform4f(glGetUniformLocation(current_shader, "game_sizes"), 512.0f,
game_height[render_state->version], viewport_size[2], viewport_size[3]);
int draw_count = 0;
int num_tris = 0;
if (m_test_state_needs_double_draw && current_shader == m_uniforms.normal_shader_id) {
// this batch thing is a hack to make the sky in jak 2 draw correctly.
// This is the usual atest with FB_ONLY issue.
// we should check what pcsx2 does
int n_batch = m_prim_buffer.vert_count;
if (n_batch > 50 && n_batch < 700 && (n_batch % 2) == 0) {
n_batch = n_batch / 2;
} else {
// printf("not splitting batch %d\n", n_batch);
}
int offset = 0;
while (offset < m_prim_buffer.vert_count) {
glDepthMask(GL_TRUE);
glUniform1f(m_uniforms.alpha_min, m_double_draw_aref);
glUniform1f(m_uniforms.alpha_max, 10);
glDrawArrays(GL_TRIANGLES, offset, n_batch);
glDepthMask(GL_FALSE);
glUniform1f(m_uniforms.alpha_min, -10);
glUniform1f(m_uniforms.alpha_max, m_double_draw_aref);
glDrawArrays(GL_TRIANGLES, offset, n_batch);
offset += n_batch;
draw_count += 2;
num_tris += n_batch / 3;
}
m_test_state_needs_double_draw = false;
m_test_state_needs_gl_update = true;
m_prim_gl_state_needs_gl_update = true;
} else {
glDrawArrays(GL_TRIANGLES, 0, m_prim_buffer.vert_count);
num_tris += m_prim_buffer.vert_count / 3;
draw_count++;
}
if (m_debug_state.wireframe) {
render_state->shaders[ShaderId::DEBUG_RED].activate();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawArrays(GL_TRIANGLES, 0, m_prim_buffer.vert_count);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
m_blend_state_needs_gl_update = true;
m_prim_gl_state_needs_gl_update = true;
draw_count++;
}
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(0);
prof.add_tri(num_tris);
prof.add_draw_call(draw_count);
m_stats.triangles += num_tris;
m_stats.draw_calls += draw_count;
m_prim_buffer.vert_count = 0;
}
void DirectRenderer::update_gl_prim(SharedRenderState* render_state) {
// currently gouraud is handled in setup.
const auto& state = m_prim_gl_state;
if (state.texture_enable) {
float alpha_min = 0.0;
float alpha_max = 10;
int greater = 0;
if (m_test_state.alpha_test_enable) {
switch (m_test_state.alpha_test) {
case GsTest::AlphaTest::ALWAYS:
break;
case GsTest::AlphaTest::GEQUAL:
alpha_min = m_test_state.aref / 128.f;
m_double_draw_aref = alpha_min;
greater = 0;
break;
case GsTest::AlphaTest::GREATER:
alpha_min = (1 + m_test_state.aref) / 128.f;
m_double_draw_aref = alpha_min;
greater = 1;
break;
case GsTest::AlphaTest::NEVER:
break;
default:
ASSERT_MSG(false, fmt::format("unknown alpha test: {}", (int)m_test_state.alpha_test));
}
}
render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].activate();
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(),
"alpha_min"),
alpha_min);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(),
"alpha_max"),
alpha_max);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(),
"color_mult"),
m_ogl.color_mult);
glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(),
"alpha_mult"),
m_ogl.alpha_mult);
glUniform4f(glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(),
"fog_color"),
render_state->fog_color[0] / 255.f, render_state->fog_color[1] / 255.f,
render_state->fog_color[2] / 255.f, render_state->fog_intensity / 255);
glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(),
"offscreen_mode"),
m_offscreen_mode);
glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(),
"greater"),
greater);
glUniform1f(
glGetUniformLocation(render_state->shaders[ShaderId::DIRECT_BASIC_TEXTURED].id(), "ta0"),
state.ta0 / 255.f);
} else {
render_state->shaders[ShaderId::DIRECT_BASIC].activate();
}
if (state.aa_enable) {
ASSERT(false);
}
if (state.ctxt) {
ASSERT(false);
}
if (state.fix) {
ASSERT(false);
}
}
void DirectRenderer::update_gl_texture(SharedRenderState* render_state, int unit) {
std::optional<u64> tex;
auto& state = m_buffered_tex_state[unit];
if (!state.used) {
// nothing used this state, don't bother binding the texture.
return;
}
if (state.using_mt4hh) {
tex = render_state->texture_pool->lookup_mt4hh(state.texture_base_ptr);
} else {
tex = render_state->texture_pool->lookup(state.texture_base_ptr);
}
if (!tex) {
lg::warn("Failed to find texture at {}, using random (direct: {})", state.texture_base_ptr,
name_and_id());
tex = render_state->texture_pool->get_placeholder_texture();
}
ASSERT(tex);
glActiveTexture(GL_TEXTURE20 + unit);
glBindTexture(GL_TEXTURE_2D, *tex);
// Note: CLAMP and CLAMP_TO_EDGE are different...
if (state.m_clamp_state.clamp_s) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
}
if (state.m_clamp_state.clamp_t) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
if (state.enable_tex_filt) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
m_debug_state.disable_mipmap ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
void DirectRenderer::update_gl_blend() {
const auto& state = m_blend_state;
m_ogl.color_mult = 1.f;
m_ogl.alpha_mult = 1.f;
m_prim_gl_state_needs_gl_update = true;
if (!state.alpha_blend_enable) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
glBlendColor(1, 1, 1, 1);
if (state.a == GsAlpha::BlendMode::SOURCE && state.b == GsAlpha::BlendMode::DEST &&
state.c == GsAlpha::BlendMode::SOURCE && state.d == GsAlpha::BlendMode::DEST) {
// (Cs - Cd) * As + Cd
// Cs * As + (1 - As) * Cd
// s, d
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
} else if (state.a == GsAlpha::BlendMode::SOURCE &&
state.b == GsAlpha::BlendMode::ZERO_OR_FIXED &&
state.c == GsAlpha::BlendMode::SOURCE && state.d == GsAlpha::BlendMode::DEST) {
// (Cs - 0) * As + Cd
// Cs * As + (1) * Cd
// s, d
ASSERT(state.fix == 0);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
} else if (state.a == GsAlpha::BlendMode::ZERO_OR_FIXED &&
state.b == GsAlpha::BlendMode::SOURCE && state.c == GsAlpha::BlendMode::SOURCE &&
state.d == GsAlpha::BlendMode::DEST) {
// (0 - Cs) * As + Cd
// Cd - Cs * As
// s, d
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
} else if (state.a == GsAlpha::BlendMode::SOURCE && state.b == GsAlpha::BlendMode::DEST &&
state.c == GsAlpha::BlendMode::ZERO_OR_FIXED &&
state.d == GsAlpha::BlendMode::DEST) {
// (Cs - Cd) * fix + Cd
// Cs * fix + (1 - fx) * Cd
glBlendFuncSeparate(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_ONE, GL_ZERO);
glBlendColor(0, 0, 0, state.fix / 127.f);
glBlendEquation(GL_FUNC_ADD);
} else if (state.a == GsAlpha::BlendMode::SOURCE && state.b == GsAlpha::BlendMode::SOURCE &&
state.c == GsAlpha::BlendMode::SOURCE && state.d == GsAlpha::BlendMode::SOURCE) {
// trick to disable alpha blending.
glDisable(GL_BLEND);
} else if (state.a == GsAlpha::BlendMode::SOURCE &&
state.b == GsAlpha::BlendMode::ZERO_OR_FIXED &&
state.c == GsAlpha::BlendMode::DEST && state.d == GsAlpha::BlendMode::DEST) {
// (Cs - 0) * Ad + Cd
glBlendFuncSeparate(GL_DST_ALPHA, GL_ONE, GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
m_ogl.color_mult = 0.5;
} else {
// unsupported blend: a 0 b 2 c 2 d 1
lg::error("unsupported blend: a {} b {} c {} d {}", (int)state.a, (int)state.b, (int)state.c,
(int)state.d);
// ASSERT(false);
}
}
}
void DirectRenderer::update_gl_test() {
const auto& state = m_test_state;
if (state.zte) {
glEnable(GL_DEPTH_TEST);
switch (state.ztst) {
case GsTest::ZTest::NEVER:
glDepthFunc(GL_NEVER);
break;
case GsTest::ZTest::ALWAYS:
glDepthFunc(GL_ALWAYS);
break;
case GsTest::ZTest::GEQUAL:
glDepthFunc(GL_GEQUAL);
break;
case GsTest::ZTest::GREATER:
glDepthFunc(GL_GREATER);
break;
default:
ASSERT(false);
}
} else {
// you aren't supposed to turn off z test enable, the GS had some bugs
ASSERT(false);
}
if (state.date) {
ASSERT(false);
}
bool alpha_trick_to_disable = m_test_state.alpha_test_enable &&
m_test_state.alpha_test == GsTest::AlphaTest::NEVER &&
m_test_state.afail == GsTest::AlphaFail::FB_ONLY;
if (m_test_state.afail == GsTest::AlphaFail::FB_ONLY ||
m_test_state.afail == GsTest::AlphaFail::RGB_ONLY) {
m_test_state_needs_double_draw = true;
} else {
m_test_state_needs_double_draw = false;
}
if (state.depth_writes && !alpha_trick_to_disable) {
glDepthMask(GL_TRUE);
} else {
glDepthMask(GL_FALSE);
}
if (state.write_rgb) {
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
} else {
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
}
}
namespace {
/*!
* If it's a direct, returns the qwc.
* If it's ignorable (nop, flush), returns 0.
* Otherwise, assert.
*/
u32 get_direct_qwc_or_nop(const VifCode& code) {
switch (code.kind) {
case VifCode::Kind::NOP:
case VifCode::Kind::FLUSHA:
return 0;
case VifCode::Kind::DIRECT:
if (code.immediate == 0) {
return 65536;
} else {
return code.immediate;
}
default:
printf("expected direct, got %s\n", code.print().c_str());
ASSERT(false);
}
}
} // namespace
/*!
* Render VIF data.
*/
void DirectRenderer::render_vif(u32 vif0,
u32 vif1,
const u8* data,
u32 size,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// here we process VIF data. Basically we just go forward, looking for DIRECTs.
// We skip stuff like flush and nops.
// read the vif cmds at the front.
u32 gif_qwc = get_direct_qwc_or_nop(VifCode(vif0));
if (gif_qwc) {
// we got a direct. expect the second thing to be a nop/similar.
ASSERT(get_direct_qwc_or_nop(VifCode(vif1)) == 0);
} else {
gif_qwc = get_direct_qwc_or_nop(VifCode(vif1));
}
u32 offset_into_data = 0;
while (offset_into_data < size) {
if (gif_qwc) {
if (offset_into_data & 0xf) {
// not aligned. should get nops.
u32 vif;
memcpy(&vif, data + offset_into_data, 4);
offset_into_data += 4;
ASSERT(get_direct_qwc_or_nop(VifCode(vif)) == 0);
} else {
// aligned! do a gif transfer!
render_gif(data + offset_into_data, gif_qwc * 16, render_state, prof);
offset_into_data += gif_qwc * 16;
}
} else {
// we are reading VIF data.
u32 vif;
memcpy(&vif, data + offset_into_data, 4);
offset_into_data += 4;
gif_qwc = get_direct_qwc_or_nop(VifCode(vif));
}
}
}
/*!
* Render GIF data.
*/
void DirectRenderer::render_gif(const u8* data,
u32 size,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (size != UINT32_MAX) {
ASSERT(size >= 16);
}
if (m_blit_buf_state.expect == 5) {
ASSERT(m_blit_buf_state.qwc * 16 == size);
m_blit_buf_state.expect = 0;
return;
}
bool eop = false;
u32 offset = 0;
while (!eop) {
if (size != UINT32_MAX) {
ASSERT(offset < size);
}
GifTag tag(data + offset);
offset += 16;
eop = tag.eop();
// unpack registers.
// faster to do it once outside of the nloop loop.
GifTag::RegisterDescriptor reg_desc[16];
u32 nreg = tag.nreg();
for (u32 i = 0; i < nreg; i++) {
reg_desc[i] = tag.reg(i);
}
auto format = tag.flg();
if (format == GifTag::Format::PACKED) {
if (tag.pre()) {
handle_prim(tag.prim(), render_state, prof);
}
for (u32 loop = 0; loop < tag.nloop(); loop++) {
for (u32 reg = 0; reg < nreg; reg++) {
// fmt::print("{}\n", reg_descriptor_name(reg_desc[reg]));
switch (reg_desc[reg]) {
case GifTag::RegisterDescriptor::AD:
handle_ad(data + offset, render_state, prof);
break;
case GifTag::RegisterDescriptor::ST:
handle_st_packed(data + offset);
break;
case GifTag::RegisterDescriptor::RGBAQ:
handle_rgbaq_packed(data + offset);
break;
case GifTag::RegisterDescriptor::XYZF2:
handle_xyzf2_packed(data + offset, render_state, prof);
break;
case GifTag::RegisterDescriptor::XYZ2:
handle_xyz2_packed(data + offset, render_state, prof);
break;
case GifTag::RegisterDescriptor::PRIM:
handle_prim_packed(data + offset, render_state, prof);
break;
case GifTag::RegisterDescriptor::TEX0_1:
handle_tex0_1_packed(data + offset);
break;
case GifTag::RegisterDescriptor::UV:
handle_uv_packed(data + offset);
break;
default:
ASSERT_MSG(false, fmt::format("Register {} is not supported in packed mode yet\n",
reg_descriptor_name(reg_desc[reg])));
}
offset += 16; // PACKED = quadwords
}
}
} else if (format == GifTag::Format::REGLIST) {
for (u32 loop = 0; loop < tag.nloop(); loop++) {
for (u32 reg = 0; reg < nreg; reg++) {
u64 register_data;
memcpy(&register_data, data + offset, 8);
// fmt::print("loop: {} reg: {} {}\n", loop, reg, reg_descriptor_name(reg_desc[reg]));
switch (reg_desc[reg]) {
case GifTag::RegisterDescriptor::PRIM:
handle_prim(register_data, render_state, prof);
break;
case GifTag::RegisterDescriptor::RGBAQ:
handle_rgbaq(register_data);
break;
case GifTag::RegisterDescriptor::XYZF2:
handle_xyzf2(register_data, render_state, prof);
break;
default:
ASSERT_MSG(false, fmt::format("Register {} is not supported in reglist mode yet\n",
reg_descriptor_name(reg_desc[reg])));
}
offset += 8; // PACKED = quadwords
}
}
} else if (format == GifTag::Format::IMAGE) {
ASSERT(m_blit_buf_state.expect == 4);
m_blit_buf_state.expect++;
// dont support non-eop image transfers yet
ASSERT(eop);
// in IMAGE mode this is the amount of 2x64-bit (1 qword) we will transfer
m_blit_buf_state.qwc = tag.nloop();
} else {
ASSERT(false); // format not packed or reglist or image
}
}
if (size != UINT32_MAX) {
if ((offset + 15) / 16 != size / 16) {
ASSERT_MSG(false, fmt::format("DirectRenderer size failed in {}. expected: {}, got: {}",
name_and_id(), size, offset));
}
}
// fmt::print("{}\n", GifTag(data).print());
}
void DirectRenderer::handle_ad(const u8* data,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
u64 value;
GsRegisterAddress addr;
memcpy(&value, data, sizeof(u64));
memcpy(&addr, data + 8, sizeof(GsRegisterAddress));
// fmt::print("{}\n", register_address_name(addr));
switch (addr) {
case GsRegisterAddress::ZBUF_1:
handle_zbuf1(value, render_state, prof);
break;
case GsRegisterAddress::TEST_1:
handle_test1(value, render_state, prof);
break;
case GsRegisterAddress::ALPHA_1:
handle_alpha1(value, render_state, prof);
break;
case GsRegisterAddress::PABE:
handle_pabe(value);
break;
case GsRegisterAddress::CLAMP_1:
handle_clamp1(value);
break;
case GsRegisterAddress::PRIM:
handle_prim(value, render_state, prof);
break;
case GsRegisterAddress::TEX1_1:
handle_tex1_1(value);
break;
case GsRegisterAddress::TEXA:
handle_texa(value, render_state, prof);
break;
case GsRegisterAddress::TEXCLUT:
// TODO
// the only thing the direct renderer does with texture is font, which does no tricks with
// CLUT. The texture upload process will do all of the lookups with the default CLUT.
// So we'll just assume that the TEXCLUT is set properly and ignore this.
break;
case GsRegisterAddress::FOGCOL:
// TODO
break;
case GsRegisterAddress::TEX0_1:
handle_tex0_1(value);
break;
case GsRegisterAddress::MIPTBP1_1:
case GsRegisterAddress::MIPTBP2_1:
// TODO this has the address of different mip levels.
break;
case GsRegisterAddress::TEXFLUSH:
break;
case GsRegisterAddress::FRAME_1:
handle_frame(value, render_state, prof);
break;
case GsRegisterAddress::RGBAQ: { // shadow scissor does this?
m_prim_building.rgba_reg[0] = data[0];
m_prim_building.rgba_reg[1] = data[1];
m_prim_building.rgba_reg[2] = data[2];
m_prim_building.rgba_reg[3] = data[3];
memcpy(&m_prim_building.Q, data + 4, 4);
} break;
case GsRegisterAddress::SCISSOR_1:
handle_scissor(value);
break;
case GsRegisterAddress::XYOFFSET_1:
ASSERT(render_state->version >= GameVersion::Jak2); // hardcoded jak 2 scissor vals in handle
handle_xyoffset(value);
break;
case GsRegisterAddress::COLCLAMP:
ASSERT(value == 1);
break;
case GsRegisterAddress::BITBLTBUF:
ASSERT(false);
handle_bitbltbuf(value);
break;
case GsRegisterAddress::TRXPOS:
ASSERT(false);
handle_trxpos(value);
break;
case GsRegisterAddress::TRXREG:
ASSERT(false);
handle_trxreg(value);
break;
case GsRegisterAddress::TRXDIR:
ASSERT(false);
handle_trxdir(value & 0x3, render_state, prof);
break;
default:
ASSERT_MSG(false, fmt::format("Address {} is not supported", register_address_name(addr)));
}
}
void DirectRenderer::handle_frame(u64, SharedRenderState*, ScopedProfilerNode&) {}
void DirectRenderer::handle_scissor(u64 val) {
m_scissor.scax0 = (val >> 0) & 0x7ff;
m_scissor.scax1 = (val >> 16) & 0x7ff;
m_scissor.scay0 = (val >> 32) & 0x7ff;
m_scissor.scay1 = (val >> 48) & 0x7ff;
m_scissor_enable = true;
}
void DirectRenderer::handle_xyoffset(u64 val) {
GsXYOffset xyo(val);
// :ofx #x7000 :ofy #x7300
float scale = -65536;
m_prim_buffer.x_off = scale * ((s32)xyo.ofx() - 0x7000) / float(UINT32_MAX);
m_prim_buffer.y_off = scale * ((s32)xyo.ofy() - 0x7300) / float(UINT32_MAX);
}
void DirectRenderer::handle_bitbltbuf(u64 val) {
ASSERT(m_blit_buf_state.expect == 0);
m_blit_buf_state.expect++;
m_blit_buf_state.sbp = (val >> 0) & 0x3fff;
m_blit_buf_state.sbw = (val >> 16) & 0x3f;
m_blit_buf_state.spsm = (val >> 24) & 0x3f;
m_blit_buf_state.dbp = (val >> 32) & 0x3fff;
m_blit_buf_state.dbw = (val >> 48) & 0x3f;
m_blit_buf_state.dpsm = (val >> 56) & 0x3f;
}
void DirectRenderer::handle_trxpos(u64 val) {
ASSERT(m_blit_buf_state.expect == 1);
m_blit_buf_state.expect++;
m_blit_buf_state.ssax = (val >> 0) & 0x7ff;
m_blit_buf_state.ssay = (val >> 16) & 0x7ff;
m_blit_buf_state.dsax = (val >> 32) & 0x7ff;
m_blit_buf_state.dsay = (val >> 48) & 0x7ff;
m_blit_buf_state.pixel_dir = (val >> 59) & 0x3;
}
void DirectRenderer::handle_trxreg(u64 val) {
ASSERT(m_blit_buf_state.expect == 2);
m_blit_buf_state.expect++;
m_blit_buf_state.width = (val >> 0) & 0xfff;
m_blit_buf_state.height = (val >> 32) & 0xfff;
}
void DirectRenderer::handle_trxdir(u64 dir,
SharedRenderState* render_state,
ScopedProfilerNode& /*prof*/) {
ASSERT(m_blit_buf_state.expect == 3);
m_blit_buf_state.expect++;
auto get_tex_func = [&render_state](const std::string& name, u16 tbp) {
auto result = render_state->texture_pool->lookup(tbp);
if (!result) {
fmt::print("{} tbp {} not found\n", name, tbp);
} else {
fmt::print("{} tbp {} found\n", name, tbp);
}
return result;
};
fmt::print("GS TEXTURE COPY --\n");
fmt::print("src w/psm: {}/{} dst w/psm: {}/{}\n", m_blit_buf_state.sbw, m_blit_buf_state.spsm,
m_blit_buf_state.dbw, m_blit_buf_state.dpsm);
switch (dir) {
case 0: { // host->local
fmt::print("-- FROM EE\n");
auto dst_tex = get_tex_func("dst", m_blit_buf_state.dbp);
(void)dst_tex;
// ASSERT_MSG(false, "nyi trxdir host->local");
} break;
case 1: { // local->host
fmt::print("-- FROM GS\n");
auto src_tex = get_tex_func("src", m_blit_buf_state.sbp);
(void)src_tex;
// ASSERT_MSG(false, "nyi trxdir local->host");
} break;
case 2: { // local->local
fmt::print("-- GS <-> GS\n");
auto src_tex = get_tex_func("src", m_blit_buf_state.sbp);
auto dst_tex = get_tex_func("dst", m_blit_buf_state.dbp);
(void)src_tex;
(void)dst_tex;
} break;
case 3: // disable
fmt::print("-- HUH???\n");
ASSERT_MSG(false, "nyi trxdir disable");
break;
}
}
void DirectRenderer::handle_tex1_1(u64 val) {
GsTex1 reg(val);
// for now, we aren't going to handle mipmapping. I don't think it's used with direct.
// ASSERT(reg.mxl() == 0);
// if that's true, we can ignore LCM, MTBA, L, K
bool want_tex_filt = reg.mmag();
if (want_tex_filt != m_tex_state_from_reg.enable_tex_filt) {
m_tex_state_from_reg.enable_tex_filt = want_tex_filt;
// we changed the state_from_reg, we no longer know if it points to a texture state.
m_current_tex_state_idx = -1;
}
// MMAG/MMIN specify texture filtering. For now, assume always linear
// ASSERT(reg.mmag() == true);
// if (!(reg.mmin() == 1 || reg.mmin() == 4)) { // with mipmap off, both of these are linear
// // lg::error("unsupported mmin");
// }
}
void DirectRenderer::handle_tex0_1_packed(const u8* data) {
u64 val;
memcpy(&val, data, sizeof(u64));
handle_tex0_1(val);
}
void DirectRenderer::handle_tex0_1(u64 val) {
GsTex0 reg(val);
// update tbp
if (m_tex_state_from_reg.current_register != reg) {
m_tex_state_from_reg.texture_base_ptr = reg.tbp0();
m_tex_state_from_reg.using_mt4hh = reg.psm() == GsTex0::PSM::PSMT4HH;
m_tex_state_from_reg.current_register = reg;
m_tex_state_from_reg.tcc = reg.tcc();
m_tex_state_from_reg.decal = reg.tfx() == GsTex0::TextureFunction::DECAL;
ASSERT(reg.tfx() == GsTex0::TextureFunction::DECAL ||
reg.tfx() == GsTex0::TextureFunction::MODULATE);
// we changed the state_from_reg, we no longer know if it points to a texture state.
m_current_tex_state_idx = -1;
}
// tbw: assume they got it right
// psm: assume they got it right
// tw: assume they got it right
// th: assume they got it right
// MERC hack
// ASSERT(reg.tfx() == GsTex0::TextureFunction::MODULATE);
// cbp: assume they got it right
// cpsm: assume they got it right
// csm: assume they got it right
}
void DirectRenderer::handle_st_packed(const u8* data) {
memcpy(&m_prim_building.st_reg.x(), data + 0, 4);
memcpy(&m_prim_building.st_reg.y(), data + 4, 4);
memcpy(&m_prim_building.Q, data + 8, 4);
}
void DirectRenderer::handle_uv_packed(const u8* data) {
u32 u, v;
memcpy(&u, data, 4);
memcpy(&v, data + 4, 4);
m_prim_building.st_reg.x() = u;
m_prim_building.st_reg.y() = v;
m_prim_building.Q = 1;
}
void DirectRenderer::handle_rgbaq_packed(const u8* data) {
// TODO update Q from st.
m_prim_building.rgba_reg[0] = data[0];
m_prim_building.rgba_reg[1] = data[4];
m_prim_building.rgba_reg[2] = data[8];
m_prim_building.rgba_reg[3] = data[12];
}
void DirectRenderer::handle_xyzf2_packed(const u8* data,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
u32 x, y;
memcpy(&x, data, 4);
memcpy(&y, data + 4, 4);
u64 upper;
memcpy(&upper, data + 8, 8);
u32 z = (upper >> 4) & 0xffffff;
u8 f = (upper >> 36);
bool adc = upper & (1ull << 47);
handle_xyzf2_common(x << 16, y << 16, z, f, render_state, prof, !adc);
}
void DirectRenderer::handle_xyz2_packed(const u8* data,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
u32 x, y;
memcpy(&x, data, 4);
memcpy(&y, data + 4, 4);
u64 upper;
memcpy(&upper, data + 8, 8);
u32 z = upper;
bool adc = upper & (1ull << 47);
handle_xyzf2_common(x << 16, y << 16, z, 0, render_state, prof, !adc);
}
PerGameVersion<u32> normal_zbp = {448, 304, 304};
void DirectRenderer::handle_zbuf1(u64 val,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
// note: we can basically ignore this. There's a single z buffer that's always configured the same
// way - 24-bit, at offset 448.
GsZbuf x(val);
ASSERT(x.psm() == TextureFormat::PSMZ24);
ASSERT(x.zbp() == normal_zbp[render_state->version]);
bool write = !x.zmsk();
// ASSERT(write);
if (write != m_test_state.depth_writes) {
m_stats.flush_from_zbuf++;
flush_pending(render_state, prof);
m_test_state_needs_gl_update = true;
m_prim_gl_state_needs_gl_update = true;
m_test_state.depth_writes = write;
}
}
void DirectRenderer::handle_test1(u64 val,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
GsTest reg(val);
if (reg.alpha_test_enable()) {
// ASSERT(reg.alpha_test() == GsTest::AlphaTest::ALWAYS);
}
ASSERT(!reg.date());
if (m_test_state.current_register != reg) {
m_stats.flush_from_test++;
flush_pending(render_state, prof);
m_test_state.from_register(reg);
m_test_state_needs_gl_update = true;
m_prim_gl_state_needs_gl_update = true;
}
}
void DirectRenderer::handle_texa(u64 val,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
GsTexa reg(val);
// rgba16 isn't used so this doesn't matter?
// but they use sane defaults anyway
// ASSERT(reg.ta0() == 0); TODO
if (m_prim_gl_state.ta0 != reg.ta0()) {
m_stats.flush_from_ta0++;
flush_pending(render_state, prof);
m_prim_gl_state.ta0 = reg.ta0();
m_test_state_needs_gl_update = true;
m_prim_gl_state_needs_gl_update = true;
m_blend_state_needs_gl_update = true;
}
ASSERT(reg.ta1() == 0x80); // note: check rgba16_to_rgba32 if this changes.
ASSERT(reg.aem() == false);
}
void DirectRenderer::handle_alpha1(u64 val,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
GsAlpha reg(val);
if (m_blend_state.current_register != reg) {
m_stats.flush_from_alpha++;
flush_pending(render_state, prof);
m_blend_state.from_register(reg);
m_blend_state_needs_gl_update = true;
}
}
void DirectRenderer::handle_pabe(u64 val) {
ASSERT(val == 0); // not really sure how to handle this yet.
}
void DirectRenderer::handle_clamp1(u64 val) {
if (!(val == 0b101 || val == 0 || val == 1 || val == 0b100)) {
// fmt::print("clamp: 0x{:x}\n", val);
// ASSERT(false);
}
if (m_tex_state_from_reg.m_clamp_state.current_register != val) {
m_current_tex_state_idx = -1;
m_tex_state_from_reg.m_clamp_state.current_register = val;
m_tex_state_from_reg.m_clamp_state.clamp_s = val & 0b001;
m_tex_state_from_reg.m_clamp_state.clamp_t = val & 0b100;
}
}
void DirectRenderer::handle_prim_packed(const u8* data,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
u64 val;
memcpy(&val, data, sizeof(u64));
handle_prim(val, render_state, prof);
}
void DirectRenderer::handle_prim(u64 val,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (m_prim_building.tri_strip_startup) {
m_prim_building.tri_strip_startup = 0;
m_prim_building.building_idx = 0;
} else {
if (m_prim_building.building_idx > 0) {
ASSERT(false); // shouldn't leave any half-finished prims
}
}
// need to flush any in progress prims to the buffer.
GsPrim prim(val);
if (m_prim_gl_state.current_register != prim || m_blend_state.alpha_blend_enable != prim.abe()) {
m_stats.flush_from_prim++;
flush_pending(render_state, prof);
m_prim_gl_state.from_register(prim);
m_blend_state.alpha_blend_enable = prim.abe();
m_prim_gl_state_needs_gl_update = true;
m_blend_state_needs_gl_update = true;
}
m_prim_building.kind = prim.kind();
}
void DirectRenderer::handle_rgbaq(u64 val) {
ASSERT((val >> 32) == 0); // q = 0
memcpy(m_prim_building.rgba_reg.data(), &val, 4);
}
int DirectRenderer::get_texture_unit_for_current_reg(SharedRenderState* render_state,
ScopedProfilerNode& prof) {
if (m_current_tex_state_idx != -1) {
return m_current_tex_state_idx;
}
if (m_next_free_tex_state >= TEXTURE_STATE_COUNT) {
m_stats.flush_from_state_exhaust++;
flush_pending(render_state, prof);
return get_texture_unit_for_current_reg(render_state, prof);
} else {
ASSERT(!m_buffered_tex_state[m_next_free_tex_state].used);
m_buffered_tex_state[m_next_free_tex_state] = m_tex_state_from_reg;
m_buffered_tex_state[m_next_free_tex_state].used = true;
m_current_tex_state_idx = m_next_free_tex_state++;
return m_current_tex_state_idx;
}
}
void DirectRenderer::handle_xyzf2_common(u32 x,
u32 y,
u32 z,
u8 f,
SharedRenderState* render_state,
ScopedProfilerNode& prof,
bool advance) {
if (m_prim_buffer.is_full()) {
lg::warn("Buffer wrapped in {} ({} verts, {} bytes)", m_name, m_ogl.vertex_buffer_max_verts,
m_prim_buffer.vert_count * sizeof(Vertex));
flush_pending(render_state, prof);
}
m_prim_building.building_stq.at(m_prim_building.building_idx) = math::Vector<float, 3>(
m_prim_building.st_reg.x(), m_prim_building.st_reg.y(), m_prim_building.Q);
m_prim_building.building_rgba.at(m_prim_building.building_idx) = m_prim_building.rgba_reg;
m_prim_building.building_vert.at(m_prim_building.building_idx) = math::Vector<u32, 4>{x, y, z, f};
m_prim_building.building_idx++;
int tex_unit = get_texture_unit_for_current_reg(render_state, prof);
bool tcc = m_buffered_tex_state[tex_unit].tcc;
bool decal = m_buffered_tex_state[tex_unit].decal;
bool fge = m_prim_gl_state.fogging_enable;
bool use_uv = m_prim_gl_state.use_uv;
math::Vector<float, 4> scissor(m_scissor.scax0, m_scissor.scax1, m_scissor.scay0,
m_scissor.scay1);
switch (m_prim_building.kind) {
case GsPrim::Kind::SPRITE: {
if (m_prim_building.building_idx == 2) {
// build triangles from the sprite.
auto& corner1_vert = m_prim_building.building_vert[0];
auto& corner1_rgba = m_prim_building.building_rgba[0];
auto& corner2_vert = m_prim_building.building_vert[1];
auto& corner2_rgba = m_prim_building.building_rgba[1];
auto& corner1_stq = m_prim_building.building_stq[0];
auto& corner2_stq = m_prim_building.building_stq[1];
// should use most recent vertex z.
math::Vector<u32, 4> corner3_vert{corner1_vert[0], corner2_vert[1], corner2_vert[2], 0};
math::Vector<u32, 4> corner4_vert{corner2_vert[0], corner1_vert[1], corner2_vert[2], 0};
math::Vector<float, 3> corner3_stq{corner1_stq[0], corner2_stq[1], corner2_stq[2]};
math::Vector<float, 3> corner4_stq{corner2_stq[0], corner1_stq[1], corner2_stq[2]};
if (m_prim_gl_state.gouraud_enable) {
// I'm not really sure what the GS does here.
ASSERT(false);
}
auto& corner3_rgba = corner2_rgba;
auto& corner4_rgba = corner2_rgba;
m_prim_buffer.push(corner1_rgba, corner1_vert, corner1_stq, scissor, 0, tcc, decal, fge,
use_uv);
m_prim_buffer.push(corner3_rgba, corner3_vert, corner3_stq, scissor, 0, tcc, decal, fge,
use_uv);
m_prim_buffer.push(corner2_rgba, corner2_vert, corner2_stq, scissor, 0, tcc, decal, fge,
use_uv);
m_prim_buffer.push(corner2_rgba, corner2_vert, corner2_stq, scissor, 0, tcc, decal, fge,
use_uv);
m_prim_buffer.push(corner4_rgba, corner4_vert, corner4_stq, scissor, 0, tcc, decal, fge,
use_uv);
m_prim_buffer.push(corner1_rgba, corner1_vert, corner1_stq, scissor, 0, tcc, decal, fge,
use_uv);
m_prim_building.building_idx = 0;
}
} break;
case GsPrim::Kind::TRI_STRIP: {
if (m_prim_building.building_idx == 3) {
m_prim_building.building_idx = 0;
}
if (m_prim_building.tri_strip_startup < 3) {
m_prim_building.tri_strip_startup++;
}
if (m_prim_building.tri_strip_startup >= 3) {
if (advance) {
for (int i = 0; i < 3; i++) {
m_prim_buffer.push(m_prim_building.building_rgba[i], m_prim_building.building_vert[i],
m_prim_building.building_stq[i], scissor, tex_unit, tcc, decal, fge,
use_uv);
}
}
}
} break;
case GsPrim::Kind::TRI:
if (m_prim_building.building_idx == 3) {
m_prim_building.building_idx = 0;
for (int i = 0; i < 3; i++) {
m_prim_buffer.push(m_prim_building.building_rgba[i], m_prim_building.building_vert[i],
m_prim_building.building_stq[i], scissor, tex_unit, tcc, decal, fge,
use_uv);
}
}
break;
case GsPrim::Kind::TRI_FAN: {
if (m_prim_building.tri_strip_startup < 2) {
m_prim_building.tri_strip_startup++;
} else {
if (m_prim_building.building_idx == 2) {
// nothing.
} else if (m_prim_building.building_idx == 3) {
m_prim_building.building_idx = 1;
}
for (int i = 0; i < 3; i++) {
m_prim_buffer.push(m_prim_building.building_rgba[i], m_prim_building.building_vert[i],
m_prim_building.building_stq[i], scissor, tex_unit, tcc, decal, fge,
use_uv);
}
}
} break;
case GsPrim::Kind::LINE: {
if (m_prim_building.building_idx == 2) {
math::Vector<double, 3> pt0 = m_prim_building.building_vert[0].xyz().cast<double>();
math::Vector<double, 3> pt1 = m_prim_building.building_vert[1].xyz().cast<double>();
auto normal = (pt1 - pt0).normalized().cross(math::Vector<double, 3>{0, 0, 1});
double line_width = (1 << 19);
// debug_print_vtx(m_prim_building.building_vert[0]);
// debug_print_vtx(m_prim_building.building_vert[1]);
math::Vector<double, 3> a = pt0 + normal * line_width;
math::Vector<double, 3> b = pt1 + normal * line_width;
math::Vector<double, 3> c = pt0 - normal * line_width;
math::Vector<double, 3> d = pt1 - normal * line_width;
math::Vector<u32, 4> ai{a.x(), a.y(), a.z(), 0};
math::Vector<u32, 4> bi{b.x(), b.y(), b.z(), 0};
math::Vector<u32, 4> ci{c.x(), c.y(), c.z(), 0};
math::Vector<u32, 4> di{d.x(), d.y(), d.z(), 0};
// ACB:
m_prim_buffer.push(m_prim_building.building_rgba[0], ai, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[0], ci, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[1], bi, {}, scissor, 0, false, false,
false, false);
// b c d
m_prim_buffer.push(m_prim_building.building_rgba[1], bi, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[0], ci, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[1], di, {}, scissor, 0, false, false,
false, false);
//
m_prim_building.building_idx = 0;
}
} break;
case GsPrim::Kind::LINE_STRIP: {
if (m_prim_building.building_idx == 2) {
m_prim_building.building_idx = 0;
}
if (m_prim_building.tri_strip_startup < 2) {
m_prim_building.tri_strip_startup++;
}
if (m_prim_building.tri_strip_startup >= 2) {
if (advance) {
math::Vector<double, 3> pt0 = m_prim_building.building_vert[0].xyz().cast<double>();
math::Vector<double, 3> pt1 = m_prim_building.building_vert[1].xyz().cast<double>();
auto normal = (pt1 - pt0).normalized().cross(math::Vector<double, 3>{0, 0, 1});
double line_width = (1 << 19);
// debug_print_vtx(m_prim_building.building_vert[0]);
// debug_print_vtx(m_prim_building.building_vert[1]);
math::Vector<double, 3> a = pt0 + normal * line_width;
math::Vector<double, 3> b = pt1 + normal * line_width;
math::Vector<double, 3> c = pt0 - normal * line_width;
math::Vector<double, 3> d = pt1 - normal * line_width;
math::Vector<u32, 4> ai{a.x(), a.y(), a.z(), 0};
math::Vector<u32, 4> bi{b.x(), b.y(), b.z(), 0};
math::Vector<u32, 4> ci{c.x(), c.y(), c.z(), 0};
math::Vector<u32, 4> di{d.x(), d.y(), d.z(), 0};
// ACB:
m_prim_buffer.push(m_prim_building.building_rgba[0], ai, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[0], ci, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[1], bi, {}, scissor, 0, false, false,
false, false);
// b c d
m_prim_buffer.push(m_prim_building.building_rgba[1], bi, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[0], ci, {}, scissor, 0, false, false,
false, false);
m_prim_buffer.push(m_prim_building.building_rgba[1], di, {}, scissor, 0, false, false,
false, false);
//
}
}
} break;
default:
ASSERT_MSG(false, fmt::format("prim type {} is unsupported in {}.", (int)m_prim_building.kind,
name_and_id()));
}
}
void DirectRenderer::handle_xyzf2(u64 val,
SharedRenderState* render_state,
ScopedProfilerNode& prof) {
u32 x = val & 0xffff;
u32 y = (val >> 16) & 0xffff;
u32 z = (val >> 32) & 0xffffff;
u32 f = (val >> 56) & 0xff;
handle_xyzf2_common(x << 16, y << 16, z, f, render_state, prof, true);
}
void DirectRenderer::TestState::from_register(GsTest reg) {
current_register = reg;
alpha_test_enable = reg.alpha_test_enable();
if (alpha_test_enable) {
alpha_test = reg.alpha_test();
aref = reg.aref();
afail = reg.afail();
}
date = reg.date();
if (date) {
datm = reg.datm();
}
zte = reg.zte();
ztst = reg.ztest();
}
void DirectRenderer::BlendState::from_register(GsAlpha reg) {
current_register = reg;
a = reg.a_mode();
b = reg.b_mode();
c = reg.c_mode();
d = reg.d_mode();
fix = reg.fix();
}
void DirectRenderer::PrimGlState::from_register(GsPrim reg) {
current_register = reg;
gouraud_enable = reg.gouraud();
texture_enable = reg.tme();
fogging_enable = reg.fge();
aa_enable = reg.aa1();
use_uv = reg.fst();
ctxt = reg.ctxt();
fix = reg.fix();
}
DirectRenderer::PrimitiveBuffer::PrimitiveBuffer(int max_triangles) {
vertices.resize(max_triangles * 3);
max_verts = max_triangles * 3;
}
void DirectRenderer::PrimitiveBuffer::push(const math::Vector<u8, 4>& rgba,
const math::Vector<u32, 4>& vert,
const math::Vector<float, 3>& stq,
const math::Vector<float, 4>& scissor,
int unit,
bool tcc,
bool decal,
bool fog_enable,
bool use_uv) {
auto& v = vertices[vert_count];
v.rgba = rgba;
v.xyzf[0] = (float)vert[0] / (float)UINT32_MAX;
v.xyzf[0] += x_off;
v.xyzf[1] = (float)vert[1] / (float)UINT32_MAX;
v.xyzf[1] += y_off;
v.xyzf[2] = (float)vert[2] / (float)0xffffff;
v.xyzf[3] = (float)vert[3];
v.stq = stq;
v.tex_unit = unit;
v.tcc = tcc;
v.decal = decal;
v.fog_enable = fog_enable;
v.use_uv = use_uv;
v.scissor = scissor;
vert_count++;
}