- hook up main.vp and the data it uses for input

This commit is contained in:
Magnus Norddahl 2019-05-26 01:00:36 +02:00
commit 3a3de13abd
10 changed files with 412 additions and 231 deletions

View file

@ -86,9 +86,9 @@ void PolyTriangleDrawer::SetViewport(const DrawerCommandQueuePtr &queue, int x,
queue->Push<PolySetViewportCommand>(viewport_x, viewport_y, viewport_width, viewport_height, dest, dest_width, dest_height, dest_pitch, dest_bgra);
}
void PolyTriangleDrawer::SetVertexShader(const DrawerCommandQueuePtr &queue, PolyVertexShader *shader)
void PolyTriangleDrawer::SetInputAssembly(const DrawerCommandQueuePtr &queue, PolyInputAssembly *input)
{
queue->Push<PolySetVertexShaderCommand>(shader);
queue->Push<PolySetInputAssemblyCommand>(input);
}
void PolyTriangleDrawer::SetTransform(const DrawerCommandQueuePtr &queue, const Mat4f *objectToClip, const Mat4f *objectToWorld)
@ -131,6 +131,21 @@ void PolyTriangleDrawer::PushConstants(const DrawerCommandQueuePtr &queue, const
queue->Push<PolyPushConstantsCommand>(args);
}
void PolyTriangleDrawer::PushStreamData(const DrawerCommandQueuePtr &queue, const StreamData &data, const Vec2f &uClipSplit)
{
queue->Push<PolyPushStreamDataCommand>(data, uClipSplit);
}
void PolyTriangleDrawer::PushMatrices(const DrawerCommandQueuePtr &queue, const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix)
{
queue->Push<PolyPushMatricesCommand>(modelMatrix, normalModelMatrix, textureMatrix);
}
void PolyTriangleDrawer::SetViewpointUniforms(const DrawerCommandQueuePtr &queue, const HWViewpointUniforms *uniforms)
{
queue->Push<PolySetViewpointUniformsCommand>(uniforms);
}
void PolyTriangleDrawer::Draw(const DrawerCommandQueuePtr &queue, int index, int vcount, PolyDrawMode mode)
{
queue->Push<PolyDrawCommand>(index, vcount, mode);
@ -197,8 +212,8 @@ void PolyTriangleThreadData::SetViewport(int x, int y, int width, int height, ui
void PolyTriangleThreadData::SetTransform(const Mat4f *newObjectToClip, const Mat4f *newObjectToWorld)
{
objectToClip = newObjectToClip;
objectToWorld = newObjectToWorld;
swVertexShader.objectToClip = newObjectToClip;
swVertexShader.objectToWorld = newObjectToWorld;
}
void PolyTriangleThreadData::PushConstants(const PolyDrawArgs &args)
@ -206,6 +221,24 @@ void PolyTriangleThreadData::PushConstants(const PolyDrawArgs &args)
drawargs = args;
}
void PolyTriangleThreadData::PushStreamData(const StreamData &data, const Vec2f &uClipSplit)
{
mainVertexShader.Data = data;
mainVertexShader.uClipSplit = uClipSplit;
}
void PolyTriangleThreadData::PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix)
{
mainVertexShader.ModelMatrix = modelMatrix;
mainVertexShader.NormalModelMatrix = normalModelMatrix;
mainVertexShader.TextureMatrix = textureMatrix;
}
void PolyTriangleThreadData::SetViewpointUniforms(const HWViewpointUniforms *uniforms)
{
mainVertexShader.Viewpoint = uniforms;
}
void PolyTriangleThreadData::DrawIndexed(int index, int vcount, PolyDrawMode drawmode)
{
if (vcount < 3)
@ -216,38 +249,41 @@ void PolyTriangleThreadData::DrawIndexed(int index, int vcount, PolyDrawMode dra
TriDrawTriangleArgs args;
args.uniforms = &drawargs;
ShadedTriVertex vert[3];
ShadedTriVertex vertbuffer[3];
ShadedTriVertex *vert[3] = { &vertbuffer[0], &vertbuffer[1], &vertbuffer[2] };
if (drawmode == PolyDrawMode::Triangles)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
*vert[j] = ShadeVertex(*(elements++));
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
vert[1] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
*vert[0] = ShadeVertex(*(elements++));
*vert[1] = ShadeVertex(*(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
*vert[2] = ShadeVertex(*(elements++));
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
std::swap(vert[1], vert[2]);
}
}
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
vert[1] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
*vert[0] = ShadeVertex(*(elements++));
*vert[1] = ShadeVertex(*(elements++));
for (int i = 2; i < vcount; i++)
{
vert[2] = vertexShader->Shade(this, drawargs, vertices, *(elements++));
*vert[2] = ShadeVertex(*(elements++));
DrawShadedTriangle(vert, toggleccw, &args);
ShadedTriVertex *vtmp = vert[0];
vert[0] = vert[1];
vert[1] = vert[2];
vert[2] = vtmp;
toggleccw = !toggleccw;
}
}
@ -263,116 +299,89 @@ void PolyTriangleThreadData::Draw(int index, int vcount, PolyDrawMode drawmode)
int vinput = index;
ShadedTriVertex vert[3];
ShadedTriVertex vertbuffer[3];
ShadedTriVertex *vert[3] = { &vertbuffer[0], &vertbuffer[1], &vertbuffer[2] };
if (drawmode == PolyDrawMode::Triangles)
{
for (int i = 0; i < vcount / 3; i++)
{
for (int j = 0; j < 3; j++)
vert[j] = vertexShader->Shade(this, drawargs, vertices, vinput++);
*vert[j] = ShadeVertex(vinput++);
DrawShadedTriangle(vert, ccw, &args);
}
}
else if (drawmode == PolyDrawMode::TriangleFan)
{
vert[0] = vertexShader->Shade(this, drawargs, vertices, vinput++);
vert[1] = vertexShader->Shade(this, drawargs, vertices, vinput++);
*vert[0] = ShadeVertex(vinput++);
*vert[1] = ShadeVertex(vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = vertexShader->Shade(this, drawargs, vertices, vinput++);
*vert[2] = ShadeVertex(vinput++);
DrawShadedTriangle(vert, ccw, &args);
vert[1] = vert[2];
std::swap(vert[1], vert[2]);
}
}
else // TriangleDrawMode::TriangleStrip
{
bool toggleccw = ccw;
vert[0] = vertexShader->Shade(this, drawargs, vertices, vinput++);
vert[1] = vertexShader->Shade(this, drawargs, vertices, vinput++);
*vert[0] = ShadeVertex(vinput++);
*vert[1] = ShadeVertex(vinput++);
for (int i = 2; i < vcount; i++)
{
vert[2] = vertexShader->Shade(this, drawargs, vertices, vinput++);
*vert[2] = ShadeVertex(vinput++);
DrawShadedTriangle(vert, toggleccw, &args);
ShadedTriVertex *vtmp = vert[0];
vert[0] = vert[1];
vert[1] = vert[2];
vert[2] = vtmp;
toggleccw = !toggleccw;
}
}
}
ShadedTriVertex PolyTriVertexShader::Shade(PolyTriangleThreadData *thread, const PolyDrawArgs &drawargs, const void *vertices, int index)
ShadedTriVertex PolyTriangleThreadData::ShadeVertex(int index)
{
ShadedTriVertex sv;
Vec4f objpos;
inputAssembly->Load(this, vertices, index);
mainVertexShader.main();
return mainVertexShader;
}
void PolySWInputAssembly::Load(PolyTriangleThreadData *thread, const void *vertices, int index)
{
if (thread->modelFrame1 == -1)
{
const TriVertex &v = static_cast<const TriVertex*>(vertices)[index];
objpos = Vec4f(v.x, v.y, v.z, v.w);
sv.u = v.u;
sv.v = v.v;
}
else if (thread->modelFrame1 == thread->modelFrame2 || thread->modelInterpolationFactor == 0.f)
{
const FModelVertex &v = static_cast<const FModelVertex*>(vertices)[thread->modelFrame1 + index];
objpos = Vec4f(v.x, v.y, v.z, 1.0f);
sv.u = v.u;
sv.v = v.v;
thread->swVertexShader.v1 = static_cast<const TriVertex*>(vertices)[index];
}
else
{
const FModelVertex &v1 = static_cast<const FModelVertex*>(vertices)[thread->modelFrame1 + index];
const FModelVertex &v2 = static_cast<const FModelVertex*>(vertices)[thread->modelFrame2 + index];
float frac = thread->modelInterpolationFactor;
float inv_frac = 1.0f - frac;
thread->swVertexShader.v1.x = v1.x;
thread->swVertexShader.v1.y = v1.y;
thread->swVertexShader.v1.z = v1.z;
thread->swVertexShader.v1.w = 1.0f;
thread->swVertexShader.v1.u = v1.u;
thread->swVertexShader.v1.v = v1.v;
objpos = Vec4f(v1.x * inv_frac + v2.x * frac, v1.y * inv_frac + v2.y * frac, v1.z * inv_frac + v2.z * frac, 1.0f);
sv.u = v1.u;
sv.v = v1.v;
thread->swVertexShader.v2.x = v2.x;
thread->swVertexShader.v2.y = v2.y;
thread->swVertexShader.v2.z = v2.z;
thread->swVertexShader.v2.w = 1.0f;
thread->swVertexShader.v2.u = v2.u;
thread->swVertexShader.v2.v = v2.v;
}
// Apply transform to get clip coordinates:
Vec4f clippos = (*thread->objectToClip) * objpos;
sv.x = clippos.X;
sv.y = clippos.Y;
sv.z = clippos.Z;
sv.w = clippos.W;
if (!thread->objectToWorld) // Identity matrix
{
sv.worldX = objpos.X;
sv.worldY = objpos.Y;
sv.worldZ = objpos.Z;
}
else
{
Vec4f worldpos = (*thread->objectToWorld) * objpos;
sv.worldX = worldpos.X;
sv.worldY = worldpos.Y;
sv.worldZ = worldpos.Z;
}
// Calculate gl_ClipDistance[i]
for (int i = 0; i < 3; i++)
{
const auto &clipPlane = drawargs.ClipPlane(i);
sv.clipDistance[i] = objpos.X * clipPlane.A + objpos.Y * clipPlane.B + objpos.Z * clipPlane.C + objpos.W * clipPlane.D;
}
return sv;
}
bool PolyTriangleThreadData::IsDegenerate(const ShadedTriVertex *vert)
bool PolyTriangleThreadData::IsDegenerate(const ShadedTriVertex *const* vert)
{
// A degenerate triangle has a zero cross product for two of its sides.
float ax = vert[1].x - vert[0].x;
float ay = vert[1].y - vert[0].y;
float az = vert[1].w - vert[0].w;
float bx = vert[2].x - vert[0].x;
float by = vert[2].y - vert[0].y;
float bz = vert[2].w - vert[0].w;
float ax = vert[1]->gl_Position.X - vert[0]->gl_Position.X;
float ay = vert[1]->gl_Position.Y - vert[0]->gl_Position.Y;
float az = vert[1]->gl_Position.W - vert[0]->gl_Position.W;
float bx = vert[2]->gl_Position.X - vert[0]->gl_Position.X;
float by = vert[2]->gl_Position.Y - vert[0]->gl_Position.Y;
float bz = vert[2]->gl_Position.W - vert[0]->gl_Position.W;
float crossx = ay * bz - az * by;
float crossy = az * bx - ax * bz;
float crossz = ax * by - ay * bx;
@ -389,15 +398,35 @@ bool PolyTriangleThreadData::IsFrontfacing(TriDrawTriangleArgs *args)
return a <= 0.0f;
}
void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *vert, bool ccw, TriDrawTriangleArgs *args)
void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *const* vert, bool ccw, TriDrawTriangleArgs *args)
{
// Reject triangle if degenerate
if (IsDegenerate(vert))
return;
// Cull, clip and generate additional vertices as needed
ShadedTriVertex clippedvert[max_additional_vertices];
int numclipvert = ClipEdge(vert, clippedvert);
ScreenTriVertex clippedvert[max_additional_vertices];
int numclipvert = ClipEdge(vert);
// Convert barycentric weights to actual vertices
for (int i = 0; i < numclipvert; i++)
{
auto &v = clippedvert[i];
memset(&v, 0, sizeof(ScreenTriVertex));
for (int w = 0; w < 3; w++)
{
float weight = weights[i * 3 + w];
v.x += vert[w]->gl_Position.X * weight;
v.y += vert[w]->gl_Position.Y * weight;
v.z += vert[w]->gl_Position.Z * weight;
v.w += vert[w]->gl_Position.W * weight;
v.u += vert[w]->vTexCoord.X * weight;
v.v += vert[w]->vTexCoord.Y * weight;
v.worldX += vert[w]->pixelpos.X * weight;
v.worldY += vert[w]->pixelpos.Y * weight;
v.worldZ += vert[w]->pixelpos.Z * weight;
}
}
#ifdef NO_SSE
// Map to 2D viewport:
@ -499,8 +528,18 @@ void PolyTriangleThreadData::DrawShadedTriangle(const ShadedTriVertex *vert, boo
}
}
int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVertex *clippedvert)
int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *const* verts)
{
// use barycentric weights for clipped vertices
weights = weightsbuffer;
for (int i = 0; i < 3; i++)
{
weights[i * 3 + 0] = 0.0f;
weights[i * 3 + 1] = 0.0f;
weights[i * 3 + 2] = 0.0f;
weights[i * 3 + i] = 1.0f;
}
// Clip and cull so that the following is true for all vertices:
// -v.w <= v.x <= v.w
// -v.w <= v.y <= v.w
@ -514,16 +553,16 @@ int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVert
float *clipd = clipdistance;
for (int i = 0; i < 3; i++)
{
const auto &v = verts[i];
clipd[0] = v.x + v.w;
clipd[1] = v.w - v.x;
clipd[2] = v.y + v.w;
clipd[3] = v.w - v.y;
clipd[4] = v.z + v.w;
clipd[5] = v.w - v.z;
clipd[6] = v.clipDistance[0];
clipd[7] = v.clipDistance[1];
clipd[8] = v.clipDistance[2];
const auto &v = *verts[i];
clipd[0] = v.gl_Position.X + v.gl_Position.W;
clipd[1] = v.gl_Position.W - v.gl_Position.X;
clipd[2] = v.gl_Position.Y + v.gl_Position.W;
clipd[3] = v.gl_Position.W - v.gl_Position.Y;
clipd[4] = v.gl_Position.Z + v.gl_Position.W;
clipd[5] = v.gl_Position.W - v.gl_Position.Z;
clipd[6] = v.gl_ClipDistance[0];
clipd[7] = v.gl_ClipDistance[1];
clipd[8] = v.gl_ClipDistance[2];
for (int j = 0; j < 9; j++)
needsclipping = needsclipping || clipd[i];
clipd += numclipdistances;
@ -532,16 +571,12 @@ int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVert
// If all halfspace clip distances are positive then the entire triangle is visible. Skip the expensive clipping step.
if (!needsclipping)
{
for (int i = 0; i < 3; i++)
{
memcpy(clippedvert + i, &verts[i], sizeof(ShadedTriVertex));
}
return 3;
}
#else
__m128 mx = _mm_loadu_ps(&verts[0].x);
__m128 my = _mm_loadu_ps(&verts[1].x);
__m128 mz = _mm_loadu_ps(&verts[2].x);
__m128 mx = _mm_loadu_ps(&verts[0]->gl_Position.X);
__m128 my = _mm_loadu_ps(&verts[1]->gl_Position.X);
__m128 mz = _mm_loadu_ps(&verts[2]->gl_Position.X);
__m128 mw = _mm_setzero_ps();
_MM_TRANSPOSE4_PS(mx, my, mz, mw);
__m128 clipd0 = _mm_add_ps(mx, mw);
@ -550,9 +585,9 @@ int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVert
__m128 clipd3 = _mm_sub_ps(mw, my);
__m128 clipd4 = _mm_add_ps(mz, mw);
__m128 clipd5 = _mm_sub_ps(mw, mz);
__m128 clipd6 = _mm_setr_ps(verts[0].clipDistance[0], verts[1].clipDistance[0], verts[2].clipDistance[0], 0.0f);
__m128 clipd7 = _mm_setr_ps(verts[0].clipDistance[1], verts[1].clipDistance[1], verts[2].clipDistance[1], 0.0f);
__m128 clipd8 = _mm_setr_ps(verts[0].clipDistance[2], verts[1].clipDistance[2], verts[2].clipDistance[2], 0.0f);
__m128 clipd6 = _mm_setr_ps(verts[0]->gl_ClipDistance[0], verts[1]->gl_ClipDistance[0], verts[2]->gl_ClipDistance[0], 0.0f);
__m128 clipd7 = _mm_setr_ps(verts[0]->gl_ClipDistance[1], verts[1]->gl_ClipDistance[1], verts[2]->gl_ClipDistance[1], 0.0f);
__m128 clipd8 = _mm_setr_ps(verts[0]->gl_ClipDistance[2], verts[1]->gl_ClipDistance[2], verts[2]->gl_ClipDistance[2], 0.0f);
__m128 mneedsclipping = _mm_cmplt_ps(clipd0, _mm_setzero_ps());
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd1, _mm_setzero_ps()));
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd2, _mm_setzero_ps()));
@ -564,10 +599,6 @@ int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVert
mneedsclipping = _mm_or_ps(mneedsclipping, _mm_cmplt_ps(clipd8, _mm_setzero_ps()));
if (_mm_movemask_ps(mneedsclipping) == 0)
{
for (int i = 0; i < 3; i++)
{
memcpy(clippedvert + i, &verts[i], sizeof(ShadedTriVertex));
}
return 3;
}
float clipdistance[numclipdistances * 4];
@ -582,16 +613,6 @@ int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVert
_mm_storeu_ps(clipdistance + 32, clipd8);
#endif
// use barycentric weights while clipping vertices
float weights[max_additional_vertices * 3 * 2];
for (int i = 0; i < 3; i++)
{
weights[i * 3 + 0] = 0.0f;
weights[i * 3 + 1] = 0.0f;
weights[i * 3 + 2] = 0.0f;
weights[i * 3 + i] = 1.0f;
}
// Clip against each halfspace
float *input = weights;
float *output = weights + max_additional_vertices * 3;
@ -650,26 +671,8 @@ int PolyTriangleThreadData::ClipEdge(const ShadedTriVertex *verts, ShadedTriVert
if (inputverts == 0)
break;
}
// Convert barycentric weights to actual vertices
for (int i = 0; i < inputverts; i++)
{
auto &v = clippedvert[i];
memset(&v, 0, sizeof(ShadedTriVertex));
for (int w = 0; w < 3; w++)
{
float weight = input[i * 3 + w];
v.x += verts[w].x * weight;
v.y += verts[w].y * weight;
v.z += verts[w].z * weight;
v.w += verts[w].w * weight;
v.u += verts[w].u * weight;
v.v += verts[w].v * weight;
v.worldX += verts[w].worldX * weight;
v.worldY += verts[w].worldY * weight;
v.worldZ += verts[w].worldZ * weight;
}
}
weights = input;
return inputverts;
}
@ -704,13 +707,13 @@ void PolySetIndexBufferCommand::Execute(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
PolySetVertexShaderCommand::PolySetVertexShaderCommand(PolyVertexShader *shader) : shader(shader)
PolySetInputAssemblyCommand::PolySetInputAssemblyCommand(PolyInputAssembly *input) : input(input)
{
}
void PolySetVertexShaderCommand::Execute(DrawerThread *thread)
void PolySetInputAssemblyCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetVertexShader(shader);
PolyTriangleThreadData::Get(thread)->SetInputAssembly(input);
}
/////////////////////////////////////////////////////////////////////////////
@ -804,6 +807,40 @@ void PolySetViewportCommand::Execute(DrawerThread *thread)
/////////////////////////////////////////////////////////////////////////////
PolySetViewpointUniformsCommand::PolySetViewpointUniformsCommand(const HWViewpointUniforms *uniforms) : uniforms(uniforms)
{
}
void PolySetViewpointUniformsCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->SetViewpointUniforms(uniforms);
}
/////////////////////////////////////////////////////////////////////////////
PolyPushMatricesCommand::PolyPushMatricesCommand(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix)
: modelMatrix(modelMatrix), normalModelMatrix(normalModelMatrix), textureMatrix(textureMatrix)
{
}
void PolyPushMatricesCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->PushMatrices(modelMatrix, normalModelMatrix, textureMatrix);
}
/////////////////////////////////////////////////////////////////////////////
PolyPushStreamDataCommand::PolyPushStreamDataCommand(const StreamData &data, const Vec2f &uClipSplit) : data(data), uClipSplit(uClipSplit)
{
}
void PolyPushStreamDataCommand::Execute(DrawerThread *thread)
{
PolyTriangleThreadData::Get(thread)->PushStreamData(data, uClipSplit);
}
/////////////////////////////////////////////////////////////////////////////
PolyPushConstantsCommand::PolyPushConstantsCommand(const PolyDrawArgs &args) : args(args)
{
}