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- // Copyright 2008 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "VideoCommon/IndexGenerator.h"
- #include <array>
- #include <cstddef>
- #include <cstring>
- #include "Common/CommonTypes.h"
- #include "Common/Logging/Log.h"
- #include "VideoCommon/OpcodeDecoding.h"
- #include "VideoCommon/VideoConfig.h"
- namespace
- {
- constexpr u16 s_primitive_restart = UINT16_MAX;
- template <bool pr>
- u16* WriteTriangle(u16* index_ptr, u32 index1, u32 index2, u32 index3)
- {
- *index_ptr++ = index1;
- *index_ptr++ = index2;
- *index_ptr++ = index3;
- if constexpr (pr)
- *index_ptr++ = s_primitive_restart;
- return index_ptr;
- }
- template <bool pr>
- u16* AddList(u16* index_ptr, u32 num_verts, u32 index)
- {
- for (u32 i = 2; i < num_verts; i += 3)
- {
- index_ptr = WriteTriangle<pr>(index_ptr, index + i - 2, index + i - 1, index + i);
- }
- return index_ptr;
- }
- template <bool pr>
- u16* AddStrip(u16* index_ptr, u32 num_verts, u32 index)
- {
- if constexpr (pr)
- {
- for (u32 i = 0; i < num_verts; ++i)
- {
- *index_ptr++ = index + i;
- }
- *index_ptr++ = s_primitive_restart;
- }
- else
- {
- bool wind = false;
- for (u32 i = 2; i < num_verts; ++i)
- {
- index_ptr = WriteTriangle<pr>(index_ptr, index + i - 2, index + i - !wind, index + i - wind);
- wind ^= true;
- }
- }
- return index_ptr;
- }
- /**
- * FAN simulator:
- *
- * 2---3
- * / \ / \
- * 1---0---4
- *
- * would generate this triangles:
- * 012, 023, 034
- *
- * rotated (for better striping):
- * 120, 302, 034
- *
- * as odd ones have to winded, following strip is fine:
- * 12034
- *
- * so we use 6 indices for 3 triangles
- */
- template <bool pr>
- u16* AddFan(u16* index_ptr, u32 num_verts, u32 index)
- {
- u32 i = 2;
- if constexpr (pr)
- {
- for (; i + 3 <= num_verts; i += 3)
- {
- *index_ptr++ = index + i - 1;
- *index_ptr++ = index + i + 0;
- *index_ptr++ = index;
- *index_ptr++ = index + i + 1;
- *index_ptr++ = index + i + 2;
- *index_ptr++ = s_primitive_restart;
- }
- for (; i + 2 <= num_verts; i += 2)
- {
- *index_ptr++ = index + i - 1;
- *index_ptr++ = index + i + 0;
- *index_ptr++ = index;
- *index_ptr++ = index + i + 1;
- *index_ptr++ = s_primitive_restart;
- }
- }
- for (; i < num_verts; ++i)
- {
- index_ptr = WriteTriangle<pr>(index_ptr, index, index + i - 1, index + i);
- }
- return index_ptr;
- }
- /*
- * QUAD simulator
- *
- * 0---1 4---5
- * |\ | |\ |
- * | \ | | \ |
- * | \| | \|
- * 3---2 7---6
- *
- * 012,023, 456,467 ...
- * or 120,302, 564,746
- * or as strip: 1203, 5647
- *
- * Warning:
- * A simple triangle has to be rendered for three vertices.
- * ZWW do this for sun rays
- */
- template <bool pr>
- u16* AddQuads(u16* index_ptr, u32 num_verts, u32 index)
- {
- u32 i = 3;
- for (; i < num_verts; i += 4)
- {
- if constexpr (pr)
- {
- *index_ptr++ = index + i - 2;
- *index_ptr++ = index + i - 1;
- *index_ptr++ = index + i - 3;
- *index_ptr++ = index + i - 0;
- *index_ptr++ = s_primitive_restart;
- }
- else
- {
- index_ptr = WriteTriangle<pr>(index_ptr, index + i - 3, index + i - 2, index + i - 1);
- index_ptr = WriteTriangle<pr>(index_ptr, index + i - 3, index + i - 1, index + i - 0);
- }
- }
- // three vertices remaining, so render a triangle
- if (i == num_verts)
- {
- index_ptr = WriteTriangle<pr>(index_ptr, index + num_verts - 3, index + num_verts - 2,
- index + num_verts - 1);
- }
- return index_ptr;
- }
- template <bool pr>
- u16* AddQuads_nonstandard(u16* index_ptr, u32 num_verts, u32 index)
- {
- WARN_LOG_FMT(VIDEO, "Non-standard primitive drawing command GL_DRAW_QUADS_2");
- return AddQuads<pr>(index_ptr, num_verts, index);
- }
- u16* AddLineList(u16* index_ptr, u32 num_verts, u32 index)
- {
- for (u32 i = 1; i < num_verts; i += 2)
- {
- *index_ptr++ = index + i - 1;
- *index_ptr++ = index + i;
- }
- return index_ptr;
- }
- // Shouldn't be used as strips as LineLists are much more common
- // so converting them to lists
- u16* AddLineStrip(u16* index_ptr, u32 num_verts, u32 index)
- {
- for (u32 i = 1; i < num_verts; ++i)
- {
- *index_ptr++ = index + i - 1;
- *index_ptr++ = index + i;
- }
- return index_ptr;
- }
- template <bool pr, bool linestrip>
- u16* AddLines_VSExpand(u16* index_ptr, u32 num_verts, u32 index)
- {
- // VS Expand uses (index >> 2) as the base vertex
- // Bit 0 indicates which side of the line (left/right for a vertical line)
- // Bit 1 indicates which point of the line (top/bottom for a vertical line)
- // VS Expand assumes the two points will be adjacent vertices
- constexpr u32 advance = linestrip ? 1 : 2;
- for (u32 i = 1; i < num_verts; i += advance)
- {
- u32 p0 = (index + i - 1) << 2;
- u32 p1 = (index + i - 0) << 2;
- if constexpr (pr)
- {
- *index_ptr++ = p0 + 0;
- *index_ptr++ = p0 + 1;
- *index_ptr++ = p1 + 2;
- *index_ptr++ = p1 + 3;
- *index_ptr++ = s_primitive_restart;
- }
- else
- {
- *index_ptr++ = p0 + 0;
- *index_ptr++ = p0 + 1;
- *index_ptr++ = p1 + 2;
- *index_ptr++ = p0 + 1;
- *index_ptr++ = p1 + 2;
- *index_ptr++ = p1 + 3;
- }
- }
- return index_ptr;
- }
- u16* AddPoints(u16* index_ptr, u32 num_verts, u32 index)
- {
- for (u32 i = 0; i != num_verts; ++i)
- {
- *index_ptr++ = index + i;
- }
- return index_ptr;
- }
- template <bool pr>
- u16* AddPoints_VSExpand(u16* index_ptr, u32 num_verts, u32 index)
- {
- // VS Expand uses (index >> 2) as the base vertex
- // Bottom two bits indicate which of (TL, TR, BL, BR) this is
- for (u32 i = 0; i < num_verts; ++i)
- {
- u32 base = (index + i) << 2;
- if constexpr (pr)
- {
- *index_ptr++ = base + 0;
- *index_ptr++ = base + 1;
- *index_ptr++ = base + 2;
- *index_ptr++ = base + 3;
- *index_ptr++ = s_primitive_restart;
- }
- else
- {
- *index_ptr++ = base + 0;
- *index_ptr++ = base + 1;
- *index_ptr++ = base + 2;
- *index_ptr++ = base + 1;
- *index_ptr++ = base + 2;
- *index_ptr++ = base + 3;
- }
- }
- return index_ptr;
- }
- } // Anonymous namespace
- void IndexGenerator::Init()
- {
- using OpcodeDecoder::Primitive;
- if (g_Config.backend_info.bSupportsPrimitiveRestart)
- {
- m_primitive_table[Primitive::GX_DRAW_QUADS] = AddQuads<true>;
- m_primitive_table[Primitive::GX_DRAW_QUADS_2] = AddQuads_nonstandard<true>;
- m_primitive_table[Primitive::GX_DRAW_TRIANGLES] = AddList<true>;
- m_primitive_table[Primitive::GX_DRAW_TRIANGLE_STRIP] = AddStrip<true>;
- m_primitive_table[Primitive::GX_DRAW_TRIANGLE_FAN] = AddFan<true>;
- }
- else
- {
- m_primitive_table[Primitive::GX_DRAW_QUADS] = AddQuads<false>;
- m_primitive_table[Primitive::GX_DRAW_QUADS_2] = AddQuads_nonstandard<false>;
- m_primitive_table[Primitive::GX_DRAW_TRIANGLES] = AddList<false>;
- m_primitive_table[Primitive::GX_DRAW_TRIANGLE_STRIP] = AddStrip<false>;
- m_primitive_table[Primitive::GX_DRAW_TRIANGLE_FAN] = AddFan<false>;
- }
- if (g_Config.UseVSForLinePointExpand())
- {
- if (g_Config.backend_info.bSupportsPrimitiveRestart)
- {
- m_primitive_table[Primitive::GX_DRAW_LINES] = AddLines_VSExpand<true, false>;
- m_primitive_table[Primitive::GX_DRAW_LINE_STRIP] = AddLines_VSExpand<true, true>;
- m_primitive_table[Primitive::GX_DRAW_POINTS] = AddPoints_VSExpand<true>;
- }
- else
- {
- m_primitive_table[Primitive::GX_DRAW_LINES] = AddLines_VSExpand<false, false>;
- m_primitive_table[Primitive::GX_DRAW_LINE_STRIP] = AddLines_VSExpand<false, true>;
- m_primitive_table[Primitive::GX_DRAW_POINTS] = AddPoints_VSExpand<false>;
- }
- }
- else
- {
- m_primitive_table[Primitive::GX_DRAW_LINES] = AddLineList;
- m_primitive_table[Primitive::GX_DRAW_LINE_STRIP] = AddLineStrip;
- m_primitive_table[Primitive::GX_DRAW_POINTS] = AddPoints;
- }
- }
- void IndexGenerator::Start(u16* index_ptr)
- {
- m_index_buffer_current = index_ptr;
- m_base_index_ptr = index_ptr;
- m_base_index = 0;
- }
- void IndexGenerator::AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices)
- {
- m_index_buffer_current =
- m_primitive_table[primitive](m_index_buffer_current, num_vertices, m_base_index);
- m_base_index += num_vertices;
- }
- void IndexGenerator::AddExternalIndices(const u16* indices, u32 num_indices, u32 num_vertices)
- {
- std::memcpy(m_index_buffer_current, indices, sizeof(u16) * num_indices);
- m_index_buffer_current += num_indices;
- m_base_index += num_vertices;
- }
- u32 IndexGenerator::GetRemainingIndices(OpcodeDecoder::Primitive primitive) const
- {
- u32 max_index = UINT16_MAX;
- if (g_Config.UseVSForLinePointExpand() && primitive >= OpcodeDecoder::Primitive::GX_DRAW_LINES)
- max_index >>= 2;
- // Although we reserve UINT16_MAX for primitive restart, we aren't allowed to use that as an
- // actual index. But, the maximum number of vertices a game can send is UINT16_MAX, so up to
- // 0xffff indices will be used by the game. These indices would be 0x0000 through 0xfffe,
- // and since m_base_index gets incremented for each index used, after that m_base_index
- // would be 0xffff and no indices remain. If a game uses 0xfffe vertices, assuming m_base_index
- // started at 0 it would end at 0xfffe and one more index could be used. So, we do not need to
- // subtract 1 from max_index to correctly reserve one index for primitive restart.
- //
- // Pocoyo Racing uses a draw command with 0xffff vertices, which previously caused issues; see
- // https://bugs.dolphin-emu.org/issues/13136 for details.
- if (m_base_index > max_index) [[unlikely]]
- {
- PanicAlertFmt("GetRemainingIndices would overflow; we've already written too many indices? "
- "base index {} > max index {}",
- m_base_index, max_index);
- return 0;
- }
- return max_index - m_base_index;
- }
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