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https://github.com/dolphin-emu/dolphin.git
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vertex manager base
This commit is contained in:
parent
746c97f6bd
commit
70936c768a
2 changed files with 307 additions and 129 deletions
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@ -6,6 +6,7 @@
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#include <array>
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#include <cmath>
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#include <memory>
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#include <variant>
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#include <xxhash.h>
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@ -13,9 +14,11 @@
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#include "Common/CommonTypes.h"
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#include "Common/Contains.h"
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#include "Common/EnumMap.h"
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#include "Common/EnumUtils.h"
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#include "Common/Logging/Log.h"
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#include "Common/MathUtil.h"
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#include "Common/SmallVector.h"
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#include "Common/VariantUtil.h"
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#include "Core/DolphinAnalytics.h"
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#include "Core/HW/SystemTimers.h"
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@ -27,6 +30,7 @@
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#include "VideoCommon/DataReader.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/GeometryShaderManager.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/CameraManager.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModManager.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/NativeVertexFormat.h"
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@ -109,6 +113,29 @@ static bool IsNormalProjection(const Projection::Raw& projection, const Viewport
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config.widescreen_heuristic_aspect_ratio_slop;
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}
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static void GetTextureAndSamplerFromResource(
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const GraphicsModSystem::MaterialResource::TextureLikeResource& texture_like_resource,
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VideoCommon::CameraManager& camera_manager, const AbstractTexture** texture,
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const SamplerState** sampler, u32* sampler_index, std::string_view* texture_hash)
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{
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std::visit(
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overloaded{[&](const GraphicsModSystem::TextureResource& texture_resource) {
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*sampler = texture_resource.sampler;
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*sampler_index = texture_resource.sampler_index;
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*texture = texture_resource.texture;
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*texture_hash = texture_resource.texture_hash_for_sampler;
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},
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[&](const GraphicsModSystem::InputRenderTargetResource& render_target_resource) {
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*sampler = render_target_resource.sampler;
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*sampler_index = render_target_resource.sampler_index;
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*texture = camera_manager.GetRenderTarget(
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render_target_resource.camera_originating_draw_call,
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render_target_resource.render_target_name);
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*texture_hash = render_target_resource.texture_hash_for_sampler;
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}},
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texture_like_resource);
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}
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VertexManagerBase::VertexManagerBase()
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: m_cpu_vertex_buffer(MAXVBUFFERSIZE), m_cpu_index_buffer(MAXIBUFFERSIZE)
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{
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@ -766,7 +793,8 @@ void VertexManagerBase::Flush()
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}
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else
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{
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DrawEmulatedMesh();
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static VideoCommon::CameraManager dummy_manager;
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DrawEmulatedMesh(dummy_manager);
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}
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// Even if we skip the draw, emulated state should still be impacted
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@ -1154,7 +1182,21 @@ void VertexManagerBase::OnEndFrame()
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InvalidatePipelineObject();
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}
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void VertexManagerBase::DrawEmulatedMesh()
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void VertexManagerBase::ClearAdditionalCameras(const MathUtil::Rectangle<int>& rc,
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bool color_enable, bool alpha_enable, bool z_enable,
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u32 color, u32 z)
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{
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if (g_ActiveConfig.bGraphicMods)
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{
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auto& system = Core::System::GetInstance();
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auto& mod_manager = system.GetGraphicsModManager();
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mod_manager.GetBackend().ClearAdditionalCameras(rc, color_enable, alpha_enable, z_enable, color,
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z);
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}
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}
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void VertexManagerBase::DrawEmulatedMesh(VideoCommon::CameraManager& camera_manager,
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const Common::Matrix44& custom_transform)
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{
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auto& system = Core::System::GetInstance();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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@ -1163,78 +1205,37 @@ void VertexManagerBase::DrawEmulatedMesh()
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UpdatePipelineObject();
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static const auto identity_mat = Common::Matrix44::Identity();
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memcpy(vertex_shader_manager.constants.custom_transform.data(), identity_mat.data.data(),
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memcpy(vertex_shader_manager.constants.custom_transform.data(), custom_transform.data.data(),
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4 * sizeof(float4));
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const auto camera_view = camera_manager.GetCurrentCameraView({});
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if (camera_view.transform)
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{
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const u64 camera_id = Common::ToUnderlying<>(camera_view.id);
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if (m_last_camera_id != camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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*camera_view.transform);
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m_last_camera_id = camera_id;
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}
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}
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else
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{
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if (m_last_camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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Common::Matrix44::Identity());
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}
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m_last_camera_id.reset();
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}
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geometry_shader_manager.SetConstants(m_current_primitive_type);
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pixel_shader_manager.SetConstants();
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UploadUniforms();
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g_gfx->SetPipeline(m_current_pipeline_object);
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u32 base_vertex, base_index;
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CommitBuffer(m_index_generator.GetNumVerts(),
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VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(),
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m_index_generator.GetIndexLen(), &base_vertex, &base_index);
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if (g_ActiveConfig.backend_info.api_type != APIType::D3D &&
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g_ActiveConfig.UseVSForLinePointExpand() &&
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(m_current_primitive_type == PrimitiveType::Points ||
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m_current_primitive_type == PrimitiveType::Lines))
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{
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// VS point/line expansion puts the vertex id at gl_VertexID << 2
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// That means the base vertex has to be adjusted to match
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// (The shader adds this after shifting right on D3D, so no need to do this)
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base_vertex <<= 2;
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}
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DrawCurrentBatch(base_index, m_index_generator.GetIndexLen(), base_vertex);
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}
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void VertexManagerBase::DrawEmulatedMesh(GraphicsModSystem::MaterialResource* material_resource,
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const Common::Matrix44& custom_transform)
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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memcpy(vertex_shader_manager.constants.custom_transform.data(), custom_transform.data.data(),
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4 * sizeof(float4));
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// Now we can upload uniforms, as nothing else will override them.
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geometry_shader_manager.SetConstants(m_current_primitive_type);
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pixel_shader_manager.SetConstants();
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if (material_resource && !material_resource->pixel_uniform_data.empty())
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{
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pixel_shader_manager.custom_constants = material_resource->pixel_uniform_data;
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pixel_shader_manager.custom_constants_dirty = true;
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}
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UploadUniforms();
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if (material_resource)
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{
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g_gfx->SetPipeline(material_resource->pipeline);
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const std::size_t custom_sampler_index_offset = 8;
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for (std::size_t i = 0; i < material_resource->textures.size(); i++)
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{
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auto& texture_resource = material_resource->textures[i];
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if (texture_resource.sampler == nullptr || texture_resource.texture == nullptr) [[unlikely]]
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continue;
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g_gfx->SetTexture(texture_resource.sampler_index + custom_sampler_index_offset,
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texture_resource.texture);
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g_gfx->SetSamplerState(texture_resource.sampler_index + custom_sampler_index_offset,
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*texture_resource.sampler);
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}
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}
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else
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{
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UpdatePipelineObject();
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g_gfx->SetPipeline(m_current_pipeline_object);
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}
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u32 base_vertex, base_index;
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CommitBuffer(m_index_generator.GetNumVerts(),
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VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(),
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@ -1250,32 +1251,96 @@ void VertexManagerBase::DrawEmulatedMesh(GraphicsModSystem::MaterialResource* ma
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base_vertex <<= 2;
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}
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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DrawCurrentBatch(base_index, m_index_generator.GetIndexLen(), base_vertex);
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// Track the total emulated state draws
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INCSTAT(g_stats.this_frame.num_draw_calls);
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AbstractFramebuffer* frame_buffer_to_restore = nullptr;
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if (PerfQueryBase::ShouldEmulate())
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g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
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if (material_resource && material_resource->next)
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// Do we have any other views? If so we need to redraw with those
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// frame buffers...
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const auto camera_views = camera_manager.GetAdditionalViews({});
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for (const auto additional_camera_view : camera_views)
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{
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RedrawWithNewMaterial(base_vertex, base_index, m_index_generator.GetIndexLen(),
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m_current_primitive_type, material_resource->next);
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if (xfmem.projection.type == ProjectionType::Orthographic &&
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additional_camera_view.skip_orthographic)
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{
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continue;
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}
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frame_buffer_to_restore = g_gfx->GetCurrentFramebuffer();
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g_gfx->SetFramebuffer(additional_camera_view.framebuffer);
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if (additional_camera_view.transform)
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{
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const u64 camera_id = Common::ToUnderlying<>(additional_camera_view.id);
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if (m_last_camera_id != camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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*additional_camera_view.transform);
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m_last_camera_id = camera_id;
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}
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}
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else
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{
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if (m_last_camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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Common::Matrix44::Identity());
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}
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m_last_camera_id.reset();
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}
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UploadUniforms();
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DrawCurrentBatch(base_index, m_index_generator.GetIndexLen(), base_vertex);
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}
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if (frame_buffer_to_restore)
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{
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g_gfx->SetFramebuffer(frame_buffer_to_restore);
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}
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}
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void VertexManagerBase::DrawEmulatedMesh(GraphicsModSystem::MaterialResource* material_resource,
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const GraphicsModSystem::DrawDataView& draw_data,
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const Common::Matrix44& custom_transform,
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VideoCommon::CameraManager& camera_manager)
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{
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if (material_resource)
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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memcpy(vertex_shader_manager.constants.custom_transform.data(), custom_transform.data.data(),
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4 * sizeof(float4));
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u32 base_vertex, base_index;
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CommitBuffer(m_index_generator.GetNumVerts(),
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VertexLoaderManager::GetCurrentVertexFormat()->GetVertexStride(),
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m_index_generator.GetIndexLen(), &base_vertex, &base_index);
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if (g_backend_info.api_type != APIType::D3D && g_ActiveConfig.UseVSForLinePointExpand() &&
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(m_current_primitive_type == PrimitiveType::Points ||
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m_current_primitive_type == PrimitiveType::Lines))
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{
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// VS point/line expansion puts the vertex id at gl_VertexID << 2
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// That means the base vertex has to be adjusted to match
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// (The shader adds this after shifting right on D3D, so no need to do this)
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base_vertex <<= 2;
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}
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DrawViewsWithMaterial(base_vertex, base_index, m_index_generator.GetIndexLen(),
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m_current_primitive_type, draw_data, material_resource, camera_manager);
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}
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else
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{
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DrawEmulatedMesh(camera_manager, custom_transform);
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}
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}
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void VertexManagerBase::DrawCustomMesh(GraphicsModSystem::MeshResource* mesh_resource,
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const GraphicsModSystem::DrawDataView& draw_data,
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const Common::Matrix44& custom_transform,
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bool ignore_mesh_transform)
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bool ignore_mesh_transform,
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VideoCommon::CameraManager& camera_manager)
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{
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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auto& geometry_shader_manager = system.GetGeometryShaderManager();
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auto& pixel_shader_manager = system.GetPixelShaderManager();
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for (const auto& mesh_chunk : mesh_resource->mesh_chunks)
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{
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@ -1299,48 +1364,117 @@ void VertexManagerBase::DrawCustomMesh(GraphicsModSystem::MeshResource* mesh_res
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memcpy(vertex_shader_manager.constants.custom_transform.data(), computed_transform.data.data(),
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4 * sizeof(float4));
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// Now we can upload uniforms, as nothing else will override them.
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geometry_shader_manager.SetConstants(mesh_chunk.primitive_type);
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pixel_shader_manager.SetConstants();
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if (!mesh_chunk.material->pixel_uniform_data.empty())
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{
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pixel_shader_manager.custom_constants_dirty = true;
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pixel_shader_manager.custom_constants = mesh_chunk.material->pixel_uniform_data;
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}
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UploadUniforms();
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g_gfx->SetPipeline(mesh_chunk.material->pipeline);
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const std::size_t custom_sampler_index_offset = 8;
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for (std::size_t i = 0; i < mesh_chunk.material->textures.size(); i++)
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{
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auto& texture_resource = mesh_chunk.material->textures[i];
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if (texture_resource.sampler == nullptr || texture_resource.texture == nullptr) [[unlikely]]
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continue;
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g_gfx->SetTexture(texture_resource.sampler_index + custom_sampler_index_offset,
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texture_resource.texture);
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g_gfx->SetSamplerState(texture_resource.sampler_index + custom_sampler_index_offset,
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*texture_resource.sampler);
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}
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u32 base_vertex, base_index;
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UploadUtilityVertices(
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mesh_chunk.vertex_data.data(), mesh_chunk.vertex_stride,
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static_cast<u32>(mesh_chunk.vertex_data.size()), mesh_chunk.index_data.data(),
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static_cast<u32>(mesh_chunk.index_data.size()), &base_vertex, &base_index);
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g_gfx->DrawIndexed(base_index, static_cast<u32>(mesh_chunk.index_data.size()), base_vertex);
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if (mesh_chunk.material->next)
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{
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RedrawWithNewMaterial(base_vertex, base_index, static_cast<u32>(mesh_chunk.index_data.size()),
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mesh_chunk.primitive_type, mesh_chunk.material->next);
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}
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DrawViewsWithMaterial(base_vertex, base_index, static_cast<u32>(mesh_chunk.index_data.size()),
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mesh_chunk.primitive_type, draw_data, mesh_chunk.material,
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camera_manager);
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}
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}
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void VertexManagerBase::RedrawWithNewMaterial(
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void VertexManagerBase::DrawViewsWithMaterial(
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u32 base_vertex, u32 base_index, u32 index_size, PrimitiveType primitive_type,
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GraphicsModSystem::MaterialResource* material_resource)
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const GraphicsModSystem::DrawDataView& draw_data,
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GraphicsModSystem::MaterialResource* material_resource,
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VideoCommon::CameraManager& camera_manager)
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{
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if (!material_resource) [[unlikely]]
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return;
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auto& system = Core::System::GetInstance();
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auto& vertex_shader_manager = system.GetVertexShaderManager();
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AbstractFramebuffer* frame_buffer_to_restore = nullptr;
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const auto camera_view = camera_manager.GetCurrentCameraView(material_resource->render_targets);
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const auto additional_camera_views =
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camera_manager.GetAdditionalViews(material_resource->render_targets);
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if (camera_view.framebuffer || !additional_camera_views.empty())
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{
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frame_buffer_to_restore = g_gfx->GetCurrentFramebuffer();
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}
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if (camera_view.framebuffer)
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{
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g_gfx->SetFramebuffer(camera_view.framebuffer);
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}
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if (camera_view.transform)
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{
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const u64 camera_id = Common::ToUnderlying<>(camera_view.id);
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if (m_last_camera_id != camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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*camera_view.transform);
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m_last_camera_id = camera_id;
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}
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}
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else
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{
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if (m_last_camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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Common::Matrix44::Identity());
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}
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m_last_camera_id.reset();
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}
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DrawWithMaterial(base_vertex, base_index, index_size, primitive_type, draw_data,
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material_resource, camera_manager);
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// Do we have any other views? If so we need to redraw with the current material to those
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// frame buffers...
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for (const auto additional_camera_view : additional_camera_views)
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{
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if (xfmem.projection.type == ProjectionType::Orthographic &&
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additional_camera_view.skip_orthographic)
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{
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continue;
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}
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g_gfx->SetFramebuffer(additional_camera_view.framebuffer);
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if (additional_camera_view.transform)
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{
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const u64 camera_id = Common::ToUnderlying<>(additional_camera_view.id);
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if (m_last_camera_id != camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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*additional_camera_view.transform);
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m_last_camera_id = camera_id;
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}
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}
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else
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{
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if (m_last_camera_id)
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{
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vertex_shader_manager.ForceProjectionMatrixUpdate(system.GetXFStateManager(),
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Common::Matrix44::Identity());
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}
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m_last_camera_id.reset();
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}
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DrawWithMaterial(base_vertex, base_index, index_size, primitive_type, draw_data,
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material_resource, camera_manager);
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}
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if (frame_buffer_to_restore)
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{
|
||||
g_gfx->SetFramebuffer(frame_buffer_to_restore);
|
||||
}
|
||||
|
||||
if (material_resource->next)
|
||||
{
|
||||
DrawViewsWithMaterial(base_vertex, base_index, index_size, primitive_type, draw_data,
|
||||
material_resource->next, camera_manager);
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManagerBase::DrawWithMaterial(u32 base_vertex, u32 base_index, u32 index_size,
|
||||
PrimitiveType primitive_type,
|
||||
const GraphicsModSystem::DrawDataView& draw_data,
|
||||
GraphicsModSystem::MaterialResource* material_resource,
|
||||
VideoCommon::CameraManager& camera_manager)
|
||||
{
|
||||
if (!material_resource) [[unlikely]]
|
||||
return;
|
||||
|
@ -1364,20 +1498,34 @@ void VertexManagerBase::RedrawWithNewMaterial(
|
|||
const std::size_t custom_sampler_index_offset = 8;
|
||||
for (std::size_t i = 0; i < material_resource->textures.size(); i++)
|
||||
{
|
||||
auto& texture_resource = material_resource->textures[i];
|
||||
if (texture_resource.sampler == nullptr || texture_resource.texture == nullptr) [[unlikely]]
|
||||
auto& texture_like_resource = material_resource->textures[i];
|
||||
|
||||
const AbstractTexture* texture = nullptr;
|
||||
const SamplerState* sampler = nullptr;
|
||||
std::string_view texture_hash = "";
|
||||
u32 sampler_index = 0;
|
||||
GetTextureAndSamplerFromResource(texture_like_resource, camera_manager, &texture, &sampler,
|
||||
&sampler_index, &texture_hash);
|
||||
if ((sampler == nullptr && texture_hash.empty()) || texture == nullptr) [[unlikely]]
|
||||
continue;
|
||||
g_gfx->SetTexture(texture_resource.sampler_index + custom_sampler_index_offset,
|
||||
texture_resource.texture);
|
||||
g_gfx->SetSamplerState(texture_resource.sampler_index + custom_sampler_index_offset,
|
||||
*texture_resource.sampler);
|
||||
if (!texture_hash.empty())
|
||||
{
|
||||
for (const auto& texture_view : draw_data.textures)
|
||||
{
|
||||
if (texture_view.hash_name == texture_hash)
|
||||
{
|
||||
sampler = &draw_data.samplers[texture_view.unit];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!sampler)
|
||||
continue;
|
||||
|
||||
g_gfx->SetTexture(sampler_index + custom_sampler_index_offset, texture);
|
||||
g_gfx->SetSamplerState(sampler_index + custom_sampler_index_offset, *sampler);
|
||||
}
|
||||
|
||||
DrawCurrentBatch(base_index, index_size, base_vertex);
|
||||
|
||||
if (material_resource->next)
|
||||
{
|
||||
RedrawWithNewMaterial(base_vertex, base_index, index_size, primitive_type,
|
||||
material_resource->next);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include "Common/BitSet.h"
|
||||
|
@ -27,10 +28,16 @@ struct PortableVertexDeclaration;
|
|||
|
||||
namespace GraphicsModSystem
|
||||
{
|
||||
struct DrawDataView;
|
||||
struct MaterialResource;
|
||||
struct MeshResource;
|
||||
} // namespace GraphicsModSystem
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class CameraManager;
|
||||
}
|
||||
|
||||
struct Slope
|
||||
{
|
||||
float dfdx;
|
||||
|
@ -177,21 +184,42 @@ public:
|
|||
// Call at the end of a frame.
|
||||
void OnEndFrame();
|
||||
|
||||
// Passes on a clear from the game to any additional cameras
|
||||
void ClearAdditionalCameras(const MathUtil::Rectangle<int>& rc, bool color_enable,
|
||||
bool alpha_enable, bool z_enable, u32 color, u32 z);
|
||||
|
||||
// Draws the normal mesh sourced from emulation
|
||||
void DrawEmulatedMesh();
|
||||
void DrawEmulatedMesh(VideoCommon::CameraManager& camera_manager,
|
||||
const Common::Matrix44& custom_transform = Common::Matrix44::Identity());
|
||||
|
||||
// Draws the normal mesh sourced from emulation, with a custom shader and/or transform
|
||||
void DrawEmulatedMesh(GraphicsModSystem::MaterialResource* material_resource,
|
||||
const Common::Matrix44& custom_transform);
|
||||
const GraphicsModSystem::DrawDataView& draw_data,
|
||||
const Common::Matrix44& custom_transform,
|
||||
VideoCommon::CameraManager& camera_manager);
|
||||
|
||||
// Draw a custom mesh sourced from a mod, with a custom shader and custom vertex information
|
||||
void DrawCustomMesh(GraphicsModSystem::MeshResource* mesh_resource,
|
||||
const Common::Matrix44& custom_transform, bool ignore_mesh_transform);
|
||||
const GraphicsModSystem::DrawDataView& draw_data,
|
||||
const Common::Matrix44& custom_transform, bool ignore_mesh_transform,
|
||||
VideoCommon::CameraManager& camera_manager);
|
||||
|
||||
protected:
|
||||
void RedrawWithNewMaterial(u32 base_vertex, u32 base_index, u32 index_size,
|
||||
// Draws the current mesh data with a material, taking into account any
|
||||
// additional views, as well as drawing the next material in the chain
|
||||
void DrawViewsWithMaterial(u32 base_vertex, u32 base_index, u32 index_size,
|
||||
PrimitiveType primitive_type,
|
||||
GraphicsModSystem::MaterialResource* material_resource);
|
||||
const GraphicsModSystem::DrawDataView& draw_data,
|
||||
GraphicsModSystem::MaterialResource* material_resource,
|
||||
VideoCommon::CameraManager& camera_manager);
|
||||
|
||||
// Draws the current mesh data with a material
|
||||
void DrawWithMaterial(u32 base_vertex, u32 base_index, u32 index_size,
|
||||
PrimitiveType primitive_type,
|
||||
const GraphicsModSystem::DrawDataView& draw_data,
|
||||
GraphicsModSystem::MaterialResource* material_resource,
|
||||
VideoCommon::CameraManager& camera_manager);
|
||||
;
|
||||
|
||||
// When utility uniforms are used, the GX uniforms need to be re-written afterwards.
|
||||
static void InvalidateConstants();
|
||||
|
@ -248,6 +276,8 @@ private:
|
|||
void UpdatePipelineConfig();
|
||||
void UpdatePipelineObject();
|
||||
|
||||
std::optional<u64> m_last_camera_id;
|
||||
|
||||
bool m_is_flushed = true;
|
||||
FlushStatistics m_flush_statistics = {};
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue