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Merge pull request #11425 from xebra/refactor_spline_bezier
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[Refactoring] Improve spline/bezier.
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hrydgard authored Nov 4, 2018
2 parents 886a1e0 + 0d7a5cd commit 22c0665
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Showing 32 changed files with 1,495 additions and 1,796 deletions.
25 changes: 23 additions & 2 deletions GPU/Common/DrawEngineCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,6 @@ enum {
};

DrawEngineCommon::DrawEngineCommon() : decoderMap_(16) {
quadIndices_ = new u16[6 * QUAD_INDICES_MAX];
decJitCache_ = new VertexDecoderJitCache();
transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE, MEM_PROT_READ | MEM_PROT_WRITE);
Expand All @@ -43,11 +42,11 @@ DrawEngineCommon::DrawEngineCommon() : decoderMap_(16) {
DrawEngineCommon::~DrawEngineCommon() {
FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
delete[] quadIndices_;
delete decJitCache_;
decoderMap_.Iterate([&](const uint32_t vtype, VertexDecoder *decoder) {
delete decoder;
});
ClearSplineBezierWeights();
}

VertexDecoder *DrawEngineCommon::GetVertexDecoder(u32 vtype) {
Expand Down Expand Up @@ -739,3 +738,25 @@ void DrawEngineCommon::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim,
}
}
}

void TessellationDataTransfer::CopyControlPoints(float *pos, float *tex, float *col, int posStride, int texStride, int colStride, const SimpleVertex *const *points, int size, u32 vertType) {
bool hasColor = (vertType & GE_VTYPE_COL_MASK) != 0;
bool hasTexCoord = (vertType & GE_VTYPE_TC_MASK) != 0;

for (int i = 0; i < size; ++i) {
memcpy(pos, points[i]->pos.AsArray(), 3 * sizeof(float));
pos += posStride;
}
if (hasTexCoord) {
for (int i = 0; i < size; ++i) {
memcpy(tex, points[i]->uv, 2 * sizeof(float));
tex += texStride;
}
}
if (hasColor) {
for (int i = 0; i < size; ++i) {
memcpy(col, Vec4f::FromRGBA(points[i]->color_32).AsArray(), 4 * sizeof(float));
col += colStride;
}
}
}
32 changes: 10 additions & 22 deletions GPU/Common/DrawEngineCommon.h
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,6 @@ enum {
VERTEX_BUFFER_MAX = 65536,
DECODED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 64,
DECODED_INDEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * 16,
SPLINE_BUFFER_SIZE = VERTEX_BUFFER_MAX * 26, // At least, this buffer needs greater than 1679616 bytes for Mist Dragon morphing in FF4CC.
};

// Avoiding the full include of TextureDecoder.h.
Expand All @@ -50,6 +49,15 @@ inline uint32_t GetVertTypeID(uint32_t vertType, int uvGenMode) {
return (vertType & 0xFFFFFF) | (uvGenMode << 24);
}

struct SimpleVertex;
namespace Spline { struct Weight2D; }

class TessellationDataTransfer {
public:
void CopyControlPoints(float *pos, float *tex, float *col, int posStride, int texStride, int colStride, const SimpleVertex *const *points, int size, u32 vertType);
virtual void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) = 0;
};

class DrawEngineCommon {
public:
DrawEngineCommon();
Expand All @@ -75,6 +83,7 @@ class DrawEngineCommon {
void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertTypeID, int cullMode, int *bytesRead);
void SubmitSpline(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, int type_u, int type_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead);
void SubmitBezier(const void *control_points, const void *indices, int tess_u, int tess_v, int count_u, int count_v, GEPatchPrimType prim_type, bool computeNormals, bool patchFacing, u32 vertType, int *bytesRead);
void ClearSplineBezierWeights();

std::vector<std::string> DebugGetVertexLoaderIDs();
std::string DebugGetVertexLoaderString(std::string id, DebugShaderStringType stringType);
Expand Down Expand Up @@ -160,31 +169,10 @@ class DrawEngineCommon {
int decodedVerts_ = 0;
GEPrimitiveType prevPrim_ = GE_PRIM_INVALID;

// Fixed index buffer for easy quad generation from spline/bezier
u16 *quadIndices_ = nullptr;

// Shader blending state
bool fboTexNeedBind_ = false;
bool fboTexBound_ = false;

// Hardware tessellation
int numPatches;
class TessellationDataTransfer {
protected:
// TODO: These aren't used by all backends.
int prevSize;
int prevSizeTex;
int prevSizeCol;
public:
virtual ~TessellationDataTransfer() {}
// Send spline/bezier's control points to vertex shader through floating point texture.
virtual void PrepareBuffers(float *&pos, float *&tex, float *&col, int &posStride, int &texStride, int &colStride, int size, bool hasColor, bool hasTexCoords) {
posStride = 4;
texStride = 4;
colStride = 4;
}
virtual void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) = 0;
virtual void EndFrame() {}
};
TessellationDataTransfer *tessDataTransfer;
};
3 changes: 3 additions & 0 deletions GPU/Common/ShaderId.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,7 @@ std::string VertexShaderDesc(const ShaderID &id) {
if (id.Bit(VS_BIT_SPLINE)) desc << "Spline ";
if (id.Bit(VS_BIT_HAS_COLOR_TESS)) desc << "TessC ";
if (id.Bit(VS_BIT_HAS_TEXCOORD_TESS)) desc << "TessT ";
if (id.Bit(VS_BIT_HAS_NORMAL_TESS)) desc << "TessN ";
if (id.Bit(VS_BIT_NORM_REVERSE_TESS)) desc << "TessRevN ";

return desc.str();
Expand All @@ -73,6 +74,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
bool doSpline = gstate_c.spline;
bool hasColorTess = (gstate.vertType & GE_VTYPE_COL_MASK) != 0 && (doBezier || doSpline);
bool hasTexcoordTess = (gstate.vertType & GE_VTYPE_TC_MASK) != 0 && (doBezier || doSpline);
bool hasNormalTess = (gstate.vertType & GE_VTYPE_NRM_MASK) != 0 && (doBezier || doSpline);

bool enableFog = gstate.isFogEnabled() && !isModeThrough && !gstate.isModeClear();
bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled() && !isModeThrough;
Expand Down Expand Up @@ -139,6 +141,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
id.SetBit(VS_BIT_SPLINE, doSpline);
id.SetBit(VS_BIT_HAS_COLOR_TESS, hasColorTess);
id.SetBit(VS_BIT_HAS_TEXCOORD_TESS, hasTexcoordTess);
id.SetBit(VS_BIT_HAS_NORMAL_TESS, hasNormalTess);
id.SetBit(VS_BIT_NORM_REVERSE_TESS, gstate.isPatchNormalsReversed());
}
}
Expand Down
2 changes: 1 addition & 1 deletion GPU/Common/ShaderId.h
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ enum {
VS_BIT_HAS_COLOR_TESS = 12, // 1 bit
VS_BIT_HAS_TEXCOORD_TESS = 13, // 1 bit
VS_BIT_NORM_REVERSE_TESS = 14, // 1 bit
// 15 is free.
VS_BIT_HAS_NORMAL_TESS = 15, // 1 bit
VS_BIT_UVGEN_MODE = 16,
VS_BIT_UVPROJ_MODE = 18, // 2, can overlap with LS0
VS_BIT_LS0 = 18, // 2
Expand Down
2 changes: 1 addition & 1 deletion GPU/Common/ShaderUniforms.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -240,7 +240,7 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
}

if (dirtyUniforms & DIRTY_BEZIERSPLINE) {
ub->spline_counts = BytesToUint32(gstate_c.spline_count_u, gstate_c.spline_count_v, gstate_c.spline_type_u, gstate_c.spline_type_v);
ub->spline_counts = gstate_c.spline_num_points_u;
}

if (dirtyUniforms & DIRTY_DEPAL) {
Expand Down
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1 comment on commit 22c0665

@ThePhoenixRises
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I am seeing improvements in Dirt 2, the dark glitches are nearly all gone, just a few tiny ones behind the cars now, and not right across the screen, any more.
Well done guys.

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